This is how the core parts of my graphics engine work atm:
class Geometry: consists of a vertexbuffer and an indexbuffer (optional)
class Mesh: consists of the data for a single mesh to be drawn: geometry, material, etc
class Renderer: sorts Meshes according to material and does some additional optimising for execution speed, also renders the actual meshes.
Now, I was planning to create a model class, which could hold several meshes, so 3d models could be drawn with multiple geometries all having their own material.
However, I recently came across something called ID3DX10Mesh. Apparently ID3DX10Mesh has the option to do this:
// Reorder the vertices according to subset and optimize the mesh for this graphics // card's vertex cache. When rendering the mesh's triangle list the vertices will // cache hit more often so it won't have to re-execute the vertex shader. HR( m_pID3DX10Mesh ->GenerateAdjacencyAndPointReps( 1e-6f ) ); HR( m_pID3DX10Mesh ->Optimize( D3DX10_MESHOPT_ATTR_SORT | D3DX10_MESHOPT_VERTEX_CACHE, NULL, NULL ) );They also allow different materials for one ID3DX10Mesh
I'm wondering if I should go through with my original idea, or use these ID3DX10Meshes. I do have the problem however that using those ID3DX10Meshes might mess up my renderer quite a bit.
What is generally done for good performance regarding this matter?
Thanks in advance.