Over the next few posts I’d like to write about optimizing mesh data for run-time performance (i.e. producing vertex/index buffers that accurately represent the source model and are as fast to render for GPU as possible).| zeux.io
We all like it when our code is fast. Some of us like the result, but dislike the process of optimization; others enjoy the process. However, optimization for the sake of optimization is wrong, unless you’re doing it in your pet project. Optimized code is sometimes less readable and, consequently, harder to understand and modify; because of that, optimization often introduces subtle bugs.| zeux.io