GrizzliusMaximus
Member
I was watching this voxel video and how to optimize the amount VRAM used with OpenGL. In the video, each chunk has 32x32x32 blocks so only 6 bits are needed per dimension (18 bits in total).
Now I was wondering if there is a smart way of storing these values into a vertex buffer in GMS. I was thinking we could use one of the built-in vertex formats and pack multiple information into one vertex data. But is there a better way like actually creating a vertex buffer with three 6 bit data?
I might be asking too much from GMS
Now I was wondering if there is a smart way of storing these values into a vertex buffer in GMS. I was thinking we could use one of the built-in vertex formats and pack multiple information into one vertex data. But is there a better way like actually creating a vertex buffer with three 6 bit data?
I might be asking too much from GMS