Multiple Vertex Buffer Mesh in Ogre 2.x

Problems building or running the engine, queries about how to use features etc.
wuyah
Gnoblar
Posts: 1
Joined: Tue Jul 30, 2024 10:15 am

Multiple Vertex Buffer Mesh in Ogre 2.x

Post by wuyah »

Ogre Version: :?: 2.3
Operating System: :?: windows 10
Render System: :?: Vulkan

Hi! I found in the Ogre 2.3, one VAO has a VertexBufferPackedVec, which can have multiple VertexBufferPacked buffers. I’m trying to use this design to implement the to be-supported “multi-buffer mesh” feature, as sated in this post:
viewtopic.php?t=97296

For example, in Sample_DynamicGeometry, I tried to separate the VES_POSITION and VES_NORMAL into two VertexBufferPacked, and push them back to one VertexBufferPackedVec and the rendered result seems worked!

I’m wondering if the system knows to look for one mesh buffers in two or several VertexBufferPacked located in a VAO’s one VertexBufferPackedVec structure? So if I spread a mesh’s VES_POSITION, VES_NORMAL, plus two or more VES_TEXTURE_COORDINATES buffers in several VertexBufferPacked buffers within the same VAO’s one VertexBufferPackedVec, will OGRE2 knows to take in and combine the multiple VertexBufferPacked buffers as rendering such mesh?

Edit:
After testing some model, separating the VES_POSITION and VES_NORMAL into two VertexBufferPacked can't actually work. Sorry for the wrong information! :oops: