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