Timeline for Performance of XNA 4,0 static vertex buffer / VertexPositionNormalTexture in F#
Current License: CC BY-SA 3.0
9 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Nov 19, 2016 at 22:04 | vote | accept | dpaz | ||
| Sep 18, 2013 at 21:31 | answer | added | dpaz | timeline score: 1 | |
| Sep 18, 2013 at 21:30 | comment | added | dpaz | Hi Byte56. I completely agree with you, but the site owners do not. If stack exchange would have allowed me to answer, and thus resolve, my own question, I would have. They enforce a waiting period, which I believe is now over... so here I am to take care of it. | |
| Sep 9, 2013 at 5:28 | comment | added | House | You should post your solution as an answer, instead of an update to your question. | |
| Sep 8, 2013 at 23:53 | comment | added | dadoo Games | Creating any object that uses underlying GPU resources every frame will definitely kill your performance. | |
| Sep 8, 2013 at 23:27 | history | edited | dpaz | CC BY-SA 3.0 | resolved the question on my own |
| Sep 8, 2013 at 23:18 | history | edited | dpaz | CC BY-SA 3.0 | edited body |
| Sep 8, 2013 at 23:17 | history | migrated | from programmers.stackexchange.com (revisions) | ||
| Sep 8, 2013 at 22:50 | history | asked | dpaz | CC BY-SA 3.0 |