For my game I need to generate a mesh dynamically. Now I'm wondering does it have a noticeable affect in FPS if I allocate more vertices than what I'm actually using or not? and does it matter if I'm using DirectX or OpenGL?
Final output will be a
w*h cell grid, but for technical issues it's much easier for me to allocate
(w+1)*(h+1) vertices. Sure I'll only use
w*h vertices in indexing, and I know there is some memory wasting there, but I want to know if it also affect FPS or not? (Note that mesh is only generated once in each time you play the game)