Yes, I understand that. The part I am stuck on is whether anything like this could be done with procedural geometry, e.g. chunks of terrain that may have a totally different number of vertices as the ones from previous frames. This would results in a vertices array/buffer with either some old vertices or bad memory, or constantly moving array elements around to ensure no blank spots and recreating the buffer, which sounds too expensive.
I can solve the problem with a models buffer instead of a vertices buffer, because I can designate the first n elements as representing chunks of terrain and update them as needed. But I can do no such thing, at least as far as I can tell, with a shared vertex buffer.
Thanks for your response and I would appreciate any other thoughts. I am indeed a beginner but using Metal has been a treat.
Topic:
Programming Languages
SubTopic:
Swift
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