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by CaptainOfCoit
776 days ago
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At least one mention of it here https://github.com/bevyengine/bevy/issues/12590 > 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. |
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