Hi fellow devs,
I wonder what’s the most efficient way of filling the vertex buffer? I used one big buffer but filled it with a for loop iterating over thousands of meshes and calling VertexBuffer::SetData for each of them with an offset.
This was very slow. Then I tried to set the whole thing at once with about 512MiB of data. That was much faster. So I guess setting it in large chunks would be the best way to go. But where is the limit? What would be a good chunk size? What would be a good vertex buffer size?
Hope you’ve got some ideas : )
Cheers,
Georg
PS: Here are the resource limits in DX11.