I have many particles who's vertices change every frame. The vertices are currently being drawn using a vertex array in 'client' memory. What performance characteristics can I expect if I use a vertex buffer object?
Since I have to use a number of glBuffersubData's to update the particle vertices, I am therefore transferring the vertices to video memory every frame anyway right(like i would if i use a regular vertex array)? Is there any benefit to VBO's in this case?
This is for iOS devices. The actual draw call: glDrawElements(GL_POINTS,num_particles,GL_UNSIGNED_SHORT,pindices);
Should I use GL_STREAM_DRAW
or GL_DYNAMIC_DRAW
?