Category Archives: BufferPools

Buffer Pools Part 2

I think we can safely assume that as new scenery appears Flight Simulator needs to store the vertices of objects within the world. Also as scenery gets closer Flight Simulator needs to increase the number of trees and possibly the detail … Continue reading

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What is a Buffer Pool?

It occurred to me that the postings so far were done with [BufferPools] UsePools=0. Although that doesn’t really change what I was looking for –i.e how many drawcalls it takes, its interesting to try and see how BufferPools work – … Continue reading

Posted in BufferPools | 4 Comments