Hello, im wondering if I should bother using a elementbuffer/indexbuffer for my sprite batch in my renderer, or just use the VBO.
If im not using indexbuffer, that means that each textured quad has to use 6 vertices.
But with the indexbuffer each textured quad will require 4 vertices and 6 indices (u32's).
So this this is a map of the number of datatypes required if im not wrong?
f = float i = int No indexbuffer (1 textures quad): ff ff ffff ff ff ff ff ffff ff ff ff ff ffff ff ff ff ff ffff ff ff ff ff ffff ff ff ff ff ffff ff ff With indexbuffer (1 textures quad): ff ff ffff ff ff ff ff ffff ff ff ff ff ffff ff ff ff ff ffff ff ff iii iii
f = float i = int
No indexbuffer (1 textures quad): ff ff ffff ff ff ff ff ffff ff ff ff ff ffff ff ff ff ff ffff ff ff ff ff ffff ff ff ff ff ffff ff ff
With indexbuffer (1 textures quad): ff ff ffff ff ff ff ff ffff ff ff ff ff ffff ff ff ff ff ffff ff ff iii iii [/code]
So clearly using and indexbuffer is worth the job in terms of memory usage, right?