MovingBlocks/Terasology — Issue #57: Maybe a VBO Optimisation is possible
Author: mcourteaux
Created: 2012-01-24 16:20:15+00:00
State: open

Hi Benjamin, again :D

Currently I'm learning on how to work with VBO's and sometimes, I take a look on how you did it when I'm facing problems. So, I'm not sure if it is a performance improvement, but it will be a memory optimisation. I created a question about performance of Minecraft-like games on gamedev.stackexchange.com and there came an interesting answer IMO. The idea was to create one VBO for the faces and 6 VBO's for the indices (as you do in Terasology). Each index VBO refers to one kind of face: all the top faces, bottom faces, left, right, front and back faces. And the trick was not to put the normals in the VBO's. And just before drawing (glDrawElements) the VBO defining the normal for this set of faces. From my digging while searching for solutions for some problems, I saw you put for each face four times the normal in it. So, it might be "optimizable" :D.

As I already said, I'm not sure and I'm new to VBO's and 3D projects (my Minecraft-like project is my first 3D game), but I wanted to share it with you : ).

Martijn

Question is here: http://gamedev.stackexchange.com/questions/22664/how-can-i-improve-rendering-speeds-of-a-voxel-minecraft-type-game
Answer is here: http://gamedev.stackexchange.com/questions/22664/how-can-i-improve-rendering-speeds-of-a-voxel-minecraft-type-game/22676#22676