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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, ...
Maximus Minimus's user avatar
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 ...
nabr's user avatar
  • 56
2 votes
Accepted

How to update indices for dynamic mesh in OpenGL?

This is the idea how to upload data to gpu: ...
Hihikomori's user avatar
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 ...
ErnieDingo's user avatar
  • 1,190
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 ...
Bram's user avatar
  • 3,744
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....
tedyage's user avatar
  • 23
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 ...
ErnieDingo's user avatar
  • 1,190
1 vote

Difference in glDrawArrays and glDrawElements

When you use glDrawArrays you have to choose an indexing pattern, one of GL_TRIANGLES, ...
Chris E's user avatar
  • 11

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