I think I have to clarify my previous post a bit more. In my extended Version there is an extra command called UseVBO(Mesh:TMesh,Use:Byte), when activating VBOs through this command, minib3d will fallback.
VBOs generally are only useful for meshes with a lot of Vertices or tris. Also as long miniB3D doesn't have currently the possibility to do shader based boneanimation VBOs should only be used with static objects (not animated).
Oddball: you're right. I have looked back again and it was 1.4 and not 2.0.
If B3D uses VBOs all the time. I don't know but I could hardly believe.
VBOs generally are only useful for meshes with a lot of Vertices or tris. Also as long miniB3D doesn't have currently the possibility to do shader based boneanimation VBOs should only be used with static objects (not animated).
Oddball: you're right. I have looked back again and it was 1.4 and not 2.0.
If B3D uses VBOs all the time. I don't know but I could hardly believe.