   [DX10] Geometry Shader or passing a buffer?
  Working on a (flat, no heightmap) terrain kind of thing.Just wondering: is creating the whole grid every time by mean of a geometry shader substantially faster than passing a buffer (8192 triangles)? Is it worth the fiddling? a.   
  You don't need either. You can calculate a grid location from the vertex ID.   ;Quote:Original post by ET3DYou don't need either. You can calculate a grid location from the vertex ID.I would have to assume that a buffer must be faster than calculating the data every frame...   ;  It depends on whether the arithmetic or memory accesses are the bottleneck :)Calculating a linear grid coordinate based on an integer index is a pretty lightweight operation.   ;Quote:Original post by ET3DYou don't need either. You can calculate a grid location from the vertex ID.AAahh right! So then it's just a matter of setting up coords in the vertex shaders... perfect, thanks it's definitely the way to go.Also: sent you a pm some time ago! Thanks again!  andrea