But how does VBO help where you render a lot of particles which have different textures? there's a lot of texture state switches there, and you can only render about a quad per sprite, does using VBOs in that case help at all?
But how does VBO help where you render a lot of particles which have different textures? there's a lot of texture state switches there, and you can only render about a quad per sprite, does using VBOs in that case help at all?
This is my game project - Top Down City:
http://www.pascalgamedevelopment.com...y-Topic-Reboot
My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
http://www.pascalgamedevelopment.com...source+manager
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