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

There is only really one answer to that question, test it. Only a test will
tell you what the effect is going to be.

There are a few general rules that you can follow, such as "the more API
calls you make the slower it is going to be". But that just isn't always
true. And, the results will differ for each different kind of machine you
test it on. Not to mention that faster or slower doesn't matter if it is
fast enough. And, even fast enough changes over time. What is not fast
enough today may well be fast enough by the time you finish the project.

Bob Pendleton

On Sun, May 25, 2008 at 5:18 AM, Esam Bustaty <e.bustaty@xxxxxxxxxx> wrote:

> 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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