Re: buffer issue

res <[email protected]>
Newsgroups gmane.comp.graphics.crystalspace.devel
Message-ID <[email protected]>
On 08.06.2012 01:53, Naman Gupta wrote:
> index_buffer3 having values of   index_buffer2 followed by   index_buffer3; 
> 
> other way round would be to add values to array of buffer then use
>    index_buffer3->CopyInto (tris.GetArray(), tris.GetSize()*3);
> i don't know if it okay to do so. 

Copying data around is the only way to “concatenate” buffers.

An alternative in this case might be to return multiple render meshes
from GetRenderMeshes(). Basically all the RMs would be the same, the
difference only being different index buffers (well, you need different
buffer holder instances).

On the OpenGL level this will result in multiple draw calls (with
associated state set up).

FWIW, I'm not entirely sure which is actually faster (copy around index
data, i.e. building the indices dynamically, or multiple draw calls).

-f.r.

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