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Timeline for Multiple Vertex Buffers per Mesh

Current License: CC BY-SA 2.5

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May 23, 2017 at 12:37 history edited CommunityBot
replaced http://stackoverflow.com/ with https://stackoverflow.com/
Mar 14, 2011 at 7:19 answer added void timeline score: 1
Mar 12, 2011 at 15:24 vote accept hiddensunset4
Mar 12, 2011 at 15:24 answer added hiddensunset4 timeline score: 4
Feb 21, 2011 at 19:03 answer added DeadMG timeline score: 0
Feb 21, 2011 at 9:17 comment added hiddensunset4 This may be the answer I have to go for, but a slightly different version; which involves splitting the model itself into separate meshes. No chance of shared indices across the meshes. Yet allowing for that special case also.
Feb 21, 2011 at 8:22 history tweeted twitter.com/#!/StackGameDev/status/39600935512702976
Feb 21, 2011 at 7:42 comment added Jari Komppa Any reason why you don't just split the object into several? If some primitives need data from two buffers, just duplicate those (relatively rare) bits of data..
Feb 21, 2011 at 7:32 history edited hiddensunset4 CC BY-SA 2.5
added 238 characters in body
Feb 21, 2011 at 5:27 history asked hiddensunset4 CC BY-SA 2.5