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
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
#2
Any chance we'll see a fix for this in the next release?
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...
Associate Tom Spilman
Sickhead Games