Suppose a GLTF file provides a single N
byte buffer which includes all vertex data for multiple meshes. The first m
bytes are interleaved vertex positions, normals etc. for one geometry and the remaining data is non-interleaved data for other geometries. All meshes will be rendered eventually.
How is the data best uploaded to the GPU?
Is it best to upload the whole N
bytes and then use vertexAttribPointer()
to define the layout or is it better to upload the different buffer regions separately, one for each mesh? Or is there a benefit to separating the first m
bytes of interleaved data from the remaining non-interleaved data? The overall footprint on the GPU would be the same.