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Question by
jzhang1 · Sep 29, 2013 at 03:48 PM ·
graphicsperformance
Performance implications of unused vertices
What are the performance implications of unused vertices on a mesh? I have some procedural meshes that can scale in detail. I can precalculate the level of detail up to the vertex limit (65000) and preload this into the mesh (so its stored in graphics memory?). Then use a small percentage (like 1-5% in normal use cases) for triangles but update the triangle list only when increase LOD. Would this be more performant than putting in just the vertices I need and updating both vertex and triangle list?
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