EXT_multi_draw_arrays vs. degenerates...
"Kevin Bray" <[email protected]>
| Newsgroups | gmane.games.devel.opengl |
|---|---|
| Organization | Fat City Network Services, San Diego, California |
| Message-ID | <[email protected]> |
Hello all, I'm curious about what is faster... having triangle strips stitched together with degenerates or using EXT_multi_draw_arrays to render multiple strips? The only disadvantage of EXT_multi_draw_arrays I can see is losing the ability to specify a min and max index used (DrawRangeElements), but I can't see how that would matter as it seems that those would be used for software T&L optimization rather than one implemented in hardware (although I could very well be wrong on this). An obvious drawback of degenerates is wasting post T&L vertex cache, however, what about EXT_multi_draw_arrays? I assume the driver is simply sending multiple draw commands to the card? In summation, which method delivers the best overall performance? Kevin ----- FAQ and OpenGL Resources at: http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: Kevin Bray INET: [email protected] Fat City Hosting, San Diego, California -- http://www.fatcity.com --------------------------------------------------------------------- To REMOVE yourself from this mailing list, send an E-Mail message to: [email protected] (note EXACT spelling of 'ListGuru') and in the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L (or the name of mailing list you want to be removed from). You may also send the HELP command for other information (like subscribing).