How many VBOs should I use and should I keep a copy of their data?

Posted by CSharpie on Game Development See other posts from Game Development or by CSharpie
Published on 2013-11-10T09:11:45Z Indexed on 2013/11/10 16:13 UTC
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Firstofall, I am sorry if my question is to broad.

I am developing a tile based game and switched from those gl.Begin calls to using VBOs.

This is kind of working allready, I managed to render a hexagonal polygon with a simple shader applied.

What I am not sure is, how to implement the "whole" tile concept.

Concrete the questions are:

  • Is it better to create 1 VBO for a single tile and render it n-Times in every different position, or render one huge VBO that represents the whole "world"

  • Depending on the answer above, what is the best way to draw a "linegrid". Overlay with the same vbo using the respecting polygon.mode , or is there a way to let the shader to this?

  • How would frustum-culling or mousepicking work then, do i need to keep the VBO-data in memory?

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