> Use one set of large mesh buffers per vertex attribute layout
> Problem: Index/vertex buffers have to be re-bound when the mesh changes. This adds overhead when encoding draws and when drawing. It also prevents some optimisations like being able to draw all objects for shadow mapping for a light in one draw.
> Solution(s): [...] Use an appropriate allocator like a port of Sebastian Aaltonen's offset allocator [https://github.com/sebbbi/OffsetAllocator] to manage allocation
Where the "port of Sebastian Aaltonen's offset allocator" is what got linked in this HN submission.
> Use one set of large mesh buffers per vertex attribute layout
> Problem: Index/vertex buffers have to be re-bound when the mesh changes. This adds overhead when encoding draws and when drawing. It also prevents some optimisations like being able to draw all objects for shadow mapping for a light in one draw.
> Solution(s): [...] Use an appropriate allocator like a port of Sebastian Aaltonen's offset allocator [https://github.com/sebbbi/OffsetAllocator] to manage allocation
Where the "port of Sebastian Aaltonen's offset allocator" is what got linked in this HN submission.