- seems to be a good idea, the same I have done with the impostor textures, there is a pool of 64 that the clouds share (in fact, one large with 64 tiles). So I would need 64 buffers that the clouds share, each has to be of the larges clouds’ size.
a particle has 4 vertices and one color, each vertex has x, y and z, and tex cooords (point sprites are out of question).
so each vertex has 12 (x y z as float/4 byte) plus 8 (tex coords) = 20 byte, this four times = 80 byte, plus color (r g b as unsigned byte), making 83 bytes for each particle.
lets say, the largest cloud has 6000 particles, this makes 83 x 6000 = 504000 bytes for one cloud vbo (not counting the index data), roughly 512 kb. so 64 of them would take up 32 mb of graphics memory data.
so even if I trust the (linux g) drivers, I hardly doubt that this will run smooth (and there already is lot of other data in the graphics card memory. whole germany geometry data as display lists ).
So you see where my doubts come from.