In order to organize my code and make it easier to support any shader in my
engine, I want to distribute the vertex buffer of a single model into multiple
vertex buffers, one for position info, an other for normal and one for UV,
etc...
I really wanted to do that because I wanna read the vertex shader input
structure, and pass exactly what it needs, and I will lock the position and
normal buffers when applying skeletal animation on the model, but will never
lock the buffer of UV...
The question is: Does it decrease the performance when I distribute vertex
buffers like that?
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