I am experimenting with various ways of implementing 2D tiles with dynamic paint/erase at runtime. To simplify performance at runtime I am considering leaving vertex data untouched, it would always represent the maximum number of tiles that the grid can contain:
From previous shader discussions I have learnt that the number of vertices in a mesh is a massive contributing factor in terms of performance.
Will unused vertices incur additional overhead (with exception of data transfer)?
asked Jun 12 '12 at 02:21 AM
Not really, since degenerate triangles are skipped over when rendering. However, performance-wise you'd be much better off leaving the triangles alone and uploading changed vertices. Number of vertices in a mesh isn't that big of a deal in most cases, relatively speaking; other things such as the kind of shaders used and number of objects (draw calls) can be larger factors.