https://sourceforge.net/tracker/?func=d ... tid=540678
This adds support for using non-triangle mesh buffers with driver->drawMeshBuffer, and consequently VBOs.
Given the freeze of 1.8 and the huge coming change, I don't see much sense in rebasing the patch for 1.8 at this time. It's against 1.7.
It's also slightly limited (hardcoded triangles for CDynamicMeshBuffer - that is used only in terrain, ply, and irr meshes; and only OpenGL support).
Just making sure the code is out there
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In one bench using point sprites, moving from arrays to VBOs gave 24% more FPS.
VBO support for non-triangles
Re: VBO support for non-triangles
Also now seems we're converting from indexCount to primitiveCount and then back As far as I see the only use for the prim count is the CNullDriver counter, often used in the title bar in the examples.
Re: VBO support for non-triangles
The patch had broken skinned meshes, fix for that is attached to the ticket.