For my game I need to generate a mesh dynamically. Now I'm wondering does it have a noticeable affect in FPS if I allocate more vertices than what I'm actually using or not? and does it matter if I'm using DirectX or OpenGL?
Edit
Final output will be a w*h
cell grid, but for technical issues it's much easier for me to allocate (w+1)*(h+1)
vertices. Sure I'll only use w*h
vertices in indexing, and I know there is some memory wasting there, but I want to know if it also affect FPS or not? (Note that mesh is only generated once in each time you play the game)