120 Replies
veldrid-cursed
in this specific use case im only going to be mapping vertex and index buffers, so its just a sanity check
@techpizza veldrid-cursed
cursed-veldrid
i can assume the buffer i allocate is continuous right?
like i dont have to worry about pitch and other stuff? https://i.beyleyisnot.moe/JfnxIzw.png
vertex and index buffers are onedimensional yes
cool thx
easiest class of my life
okay so once the mapper is full, should i copy the mapper buffer to a new buffer or just create a new buffer and tell the mapper to point to this new buffer
is there a perf hit to the buffer being dynamic?
if so, i should probably create new non-dynamic buffers and copy to them
depends on backend and driver 🤡
just use dynamic
alright
so ill just create a new buffer when it gets full and stash the old buffer for rendering
yes please
cool
this should do the trick https://i.beyleyisnot.moe/J7V8yzA.png
pass you the old buffer and create a new one
should i do the same single texture system in veldrid too?
hmm?
since veldrid also covers GL i guess i should only bind a single texture at a time
i think we deduced that the shader branching was not a problem or what now