To Spline or not to BSpline
gamedev.net
std::vector<sPoint> pts;You already know how many points there will be, so you could reserve() to minimize allocations. (same in other places.)My cLine class has the every day VAO/VBO/vertex descriptor goodness.Meaning, each little spline gets its own unique buffers? Not sure how good that is. You could have just one buffer for lines, and upload / draw them in one batch. (I do this for all my debug visuals, having bu
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