Thanks. I'm starting to get an idea.
I'm new to 3d rendering in general, and all Metal examples one can find take 1 of 2 approaches:
Naive approach, every game object has its own buffer(s) and we loop through them on the CPU and do a draw call for each. Add/change/remove objects at will.
More modern rendering techniques that fix geometry up front and offload work to GPU. It's expected to never change.
My case is to load/unload terrain as camera moves. Will look at triple buffering.
Topic:
Programming Languages
SubTopic:
Swift
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