There is only one vertex buffer per patch that contains all of the vertices. Index buffers are being used, all of them pre-generated of course and uploaded to the graphics card. Rendering a patch then becomes a simple matter of selecting the right index buffer (or index buffers, since stitching requires more than one drawing call).
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There is only one vertex buffer per patch that contains all of the vertices. Index buffers are being used, all of them pre-generated of course and uploaded to the graphics card. Rendering a patch then becomes a simple matter of selecting the right index buffer (or index buffers, since stitching requires more than one drawing call).
Ah, nice!