DVB vs. SVB + shader & instancing

Source: Internet
Author: User
Before using mesh animate to play a well-prepared plant swing animation, you must use the dynamic vertex buffer. Lock/unlock update is required for each frame. When playing the first 100 animation objects, the FPS on a machine is 9.

Then, we decided to simulate the animation with shade and use static vertex buffer + shader to increase the FPS to 24.

Because multiple instances of similar objects are the same mesh, and the state changes almost only to position, a maximum of rotation can be added.
Therefore, we are currently working on a solution to use shader const to submit more data at a time without using sm3.0, thus reducing DP call.

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