6
votes
Accepted
When does it make sense to use Index Buffers?
The example you use of a cube is a very specific, and somewhat contrived, one where indexing does not provide it's full benefit. For most real-world examples the constraints you mention do not exist, ...
3
votes
Accepted
The types of buffers typically used in robust WebGL/OpenGL apps
If you set up an project with your idea, - what you want to archive as a final result. You also need to question yourself, how to structure different data. With the question you asked, everything can ...
2
votes
Accepted
How to update indices for dynamic mesh in OpenGL?
This is the idea how to upload data to gpu:
...
2
votes
Accepted
Why are meshes limited to 65k indices or uint16 in most game engines?
I think DMGregory has answered part of this, timing test of 16 vs 32 definitely needs to be done. BUT, the performance is also dependent on the needs of your scene also. The 65536 indice limitation ...
1
vote
How can I color single triangles with a color palette?
glVertexAttribDivisor wouldn't help you: it is used to specify an attribute per model instance.
If you draw 10 instances of a house model of 1000 vertices, then you can use the divisor to set a value ...
1
vote
A question about SharpDx Colored Cube
Finally, I found what the problem is.
My indeces is an array which type is int, so during my render period, I should set my index buffer format 32byte such as Format.R32_UInt, rather than Format....
1
vote
Accepted
How can I split my terrain into quads so that each quad would have a renderable vertex/index buffer? (DirectX11, C++)
As I have done what you are trying to do, ala quad tree and splitting into chunks. A couple of things.
For optimal performance, I have found that keep the vertex list as one buffer. Do your ...
1
vote
Difference in glDrawArrays and glDrawElements
When you use glDrawArrays you have to choose an indexing pattern, one of GL_TRIANGLES, ...
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