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Many game engines have texture streaming, which means that not all mip levels of each texture are loaded at all times. The game engine will track which textures are in view and how close up they are seen, and will dynamically load and unload mip levels in an attempt to provide enough detail for the current view, while staying within a fixed VRAM budget. This ...


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Most rendering engines do need to handle multiple vertex structures depending on the type of shading being used on the mesh. If there are only a small number of discrete vertex structures, you could simply create an enum to list them and define a struct for each one. However, many rendering engines take a fully data-driven approach to it, where there is no ...


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