c# - OpenGL Multidimensional Array Penalties -
i've been trying decide best way store information in vbo's opengl. i've been reading how matricies stored single-dimensional arrays because of performance penalties of using multi-dimensional arrays.
i wondering, extend storing information in vbo's? make more sense store vertex information within vbos in single or multidimensional arrays?
before bunch of answers saying depends on i'm storing, i'm talking things traditionally considered multidimensional arrays (maps, grids, etc....).
what type of performance hits looking @ using multidimensional arrays if any?
the question invalid, makes no sense. buffer objects blocks of memory stored , managed opengl. it's not c# array or c# multi-dimensional array. it's block of memory transfer data into.
the vertex data put buffer object must conform glvertexattribpointer
allows. how achieve in c# , whatever api use.
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