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With all the research I've done on this topic looking for modern solutions, this is as much I could find available to independent developers available as of early 2016 for SLI and CrossFire: Windows + CrossFire + AGS for Direct3D (Allows for some explicit control) I was really impressed with what AMD had done for Windows with their AMD GPU Services API ...


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Transform them in software using the CPU and give the GPU only the final vertex coordinates. The savings in bus bandwidth by reducing the VBO size will be greater than the cost of the transform on the CPU which can be greatly simplified by combining the sprite expansion and transform into a single step, no heavy matrix multiplication needed. 2D rotation, ...


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First of all if you are interested in generating meshes I recommend to you this series of articles in gamasutra about procedural meshes Modelling by numbers So returning to the main question, generate planes procedurally allows you to define the distribution of the vertex, for example I use this kind of methods to generate low poly terrains So if you ...



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