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cabalistic

Testers and reviewers wanted: BFG-style vertex cache

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Feel free to experiment with it, but make sure to do very careful GPU profiling on the results, as the performance impacts of switching from glMapBufferRange to glBufferSubData in this context are completely unclear to me...

Also note that the current implementation dynamically resizes the dynamic buffers if needed. If you do want to store static data in the same buffer, you'd need to reupload that in those cases and thus would need to keep that data around.

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Having all static geometry duplicated thrice in VBOs would mean serious increase in video memory requirements... which is not cool, I guess...

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On 8/12/2019 at 7:51 PM, stgatilov said:

Having all static geometry duplicated thrice in VBOs would mean serious increase in video memory requirements... which is not cool, I guess...

Indeed. I was thinking about a single VBO subdivided into static and 3 dynamic pages.

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