Non-interleaved vertex buffers DirectX11

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眼角桃花
眼角桃花 2020-12-16 08:00

If my vertex positions are shared, but my normals and UVs are not (to preserve hard edges and the likes), is it possible to use non-interleaved buffers in DirectX11 to solve

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  •  南笙
    南笙 (楼主)
    2020-12-16 08:27

    You should stick with interleaved buffers. Any other technique will require some form of indirection to your non-duplicated position buffer, which will cost you performance and cache efficiency.

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