I've run into the situation where the size of my mesh with all its vertices and indices, is larger than the (optimal) vertex buffer object upper limit (~8MB). I was wondering if I can sub-divide the mesh across multiple vertex buffers, and somehow retain validity of the indices. Ie a triangle with a indice at the first vertex, and an indice at the last (ie in seperate VBOs).
All the while maintaining this within Vertex Array Objects. My thoughts are, save myself the hassle, and for meshes (messes :P) such as this, just use the necessary size (> 8MB); which is what I do at the moment. But ideally my buffer manager (wip) at the moment is using optimal sizes; I may just have to make a special case then...
Any ideas? If necessary, a simple C++ code example is appreciated.
Note: I have also cross-posted this on stackoverflow, as I was not sure as to which it would be more suitable (its partly a design question).