Lord Ciriuz
10-16-2008, 08:49 AM
Hi!
I am trying to realize what is better in terms of performance: a single huge VBO, with the data being managed using some sort of memory manager; or several VBOs doing switching between them at render time.
This is my current process (switching between VBO at render time):
1) if it's the first use of the VBO, creates it with glGenBuffersARB(), binds it with glBindBufferARB() and fills it with glBufferDataARB().
2) else, just binds it.
3) draw()
I do the same thing for every VBO in the scene.
My question is if I could improve performance using one large VBO with some king of management agains using several VBOs.
Thanks in advance
I am trying to realize what is better in terms of performance: a single huge VBO, with the data being managed using some sort of memory manager; or several VBOs doing switching between them at render time.
This is my current process (switching between VBO at render time):
1) if it's the first use of the VBO, creates it with glGenBuffersARB(), binds it with glBindBufferARB() and fills it with glBufferDataARB().
2) else, just binds it.
3) draw()
I do the same thing for every VBO in the scene.
My question is if I could improve performance using one large VBO with some king of management agains using several VBOs.
Thanks in advance