[gameprogrammer] Technical question: Does it decrease the performance when I distribute Vertex buffer?

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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