I did the first 3D tutorial over at riemers.net and stumbled upon that my graphic card only supports Shader 2.0 (Reach profile in XNA) which means I can only use
Int16 to store the indices (triangle to vertex).
This means that I can only store 2^16 = 65536 vertices. Also I read on the internet that you should prefer 16-bit over 32-bit because not all hardware (like mine) does support 32-bit.
Yet, I am wondering: Do really all game scenes get along with only so little vertices? I though already faces of people used a lot of polygons (which are made up of vertices?).
It’s not relevant for me yet, but I am interested:
- Do game scenes use only 65536 vertices?
- Do you use some trade-off to display more (e.g. 64k in GPU buffer rest on RAM)
- Is there some method to get more into the GPU buffer? I already read on some other posts that there seems to be a limit of 64k per mesh too, so maybe you can compact stuff to meshes?