Game Development Community

Creating static VBs on the fly

by Valador, Inc. · in Torque Game Engine Advanced · 09/26/2005 (2:40 pm) · 3 replies

GlowBuffer::setuporthogeometry calls begintobuffer and endtobuffer which causes a d3d vertex buffer allocation every frame. I wanted to note this because creating a d3d resource on the fly is VERY expensive. Worse than any renderstate changes, worse than inefficient locking of a dynamic buffer.

Just want to make it known for anyone who uses beginToBuffer as a replacement for opengl code.

Well just thinking about it, maybe the drivers are catching this because it is such a small buffer. I remember that using drawprimitiveUP for such small buffers isn't that bad because there was some driver hack where it worked in software. Not sure if that applies.

Eric

#1
09/27/2005 (4:50 pm)
There are other issues in the current glow buffer implementation as well. I suspect Brian or someone will get back on them soon enough. Brian how about a new bounty for that?
#2
09/29/2005 (10:58 am)
Sounds like there are problems with GeForce 6x00 series cards. Mine is giving me strage trails.

Any chance we'll see a fix for this in the next release?
#3
09/29/2005 (11:27 am)
We have taken Brian for our own purposes...all will fall under the heel of the 360 team! Bwahahaha...