Recreating a Skinned Mesh Efficiently

I have a skinned mesh to which I want to add two new vertices, two new triangles, and bone. I want to make this operation as processor-efficient as possible. I know I have to:

  1. Clear the Mesh
  2. Reassign all vertices
  3. Reassign all triangles
  4. Recalculate normals

But, are these also required:

  1. Re-create all bones.
  2. Re-assign all weights.

Which of these operations is killing my FPS? I get pretty big slow-down every time I add to the mesh. Is there any way around this?

See, I have an elaborate mesh and I just want to add two vertices and 1 bone to it, MUST I re-create the whole damn thing, or is there an efficient way to just ADD the extra components? Thanks!

Well, keep in mind you didn’t offer any code, so you gave us next to nothing to help with.

Are you using builtin arrays for the vertex work? If not, that could be a serious slowdown. builtin arrays process a LOT faster.

the mesh anyway will be recreated independent on if you do it in code or not. Upload to the gpu only happens with the complete index and vertex arrays, not with “partial changed data”