I'm writing a simple Minecraft like game to test out a few world gen algorithms and to learn more about OpenGL. My first render code was glBegin() ... glEnd()
style. Very ineficient and slow. I started learning VBOs for a heightmap project but using VBOs will force me to update the whole VBO of the chunk if something is added or removed due to it's size changing. That also sounds ineficient. The most plausable theory so far I can think of is instancing but even this isn't good due to multiple render types.
When I've been modding Minecraft all the render code i've seen there (and written my self) has been glBegin() ... glEnd()
style. Is it really that? It just feels so wrong since it can render 64 chunks 20 fps no problem on an Intel intergrated GPU.