Hi.
I’m creating multiple meshes dynamically (it’s a 3d reconstruction from user loaded images) and I noticed that after adding them to the scene the vertex buffers are not disposed… That is probably the way it should be, I’m not a 3d engine expert (far from it). But after uploading vertex and indices data from the CPU to the GPU the buffers still occupy precious memory…
I’m creating ~200k polygons in ~40 meshes and buffers take well over 100mb of ram. After the mesh creation I don’t need to do anything with it, just display it. Is there any way to free that memory?
What I don’t understand is that a demo from this forums thread 2003 (i can’t submit links - says its spam…) has over 180k polys and takes only 26mb of ram… How is this possible? I know it uses prepared prefabs. Can I achieve this with dynamically created meshes?