Timeline for Multiple Vertex Buffers per Mesh
Current License: CC BY-SA 2.5
10 events
when toggle format | what | by | license | comment | |
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May 23, 2017 at 12:37 | history | edited | CommunityBot |
replaced http://stackoverflow.com/ with https://stackoverflow.com/
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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
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Feb 21, 2011 at 5:27 | history | asked | hiddensunset4 | CC BY-SA 2.5 |