Index16 vs Index32 for index buffer
Igor Kravtchenko <[email protected]>
| Newsgroups | gmane.games.devel.opengl |
|---|---|
| Organization | Fat City Network Services, San Diego, California |
| Message-ID | <[email protected]> |
I wondered if there is some issues and important things to know about optimisation between the fact to use Int16 or Int32 for its index buffer under OpenGL. By having used Direct3D for a very long time, I'm used to Int16 which is the only supported index depth bits on today's video card. Nevertheless, OpenGL allows to use Int32 as well as Int16. In a general manner, is it "bad" to use Int32 for its index buffer? Does just the driver convert them back to Int16 without any performance loss? Any remark or hint are welcome. Thanks, Igor. ----- FAQ and OpenGL Resources at: http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: Igor Kravtchenko 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).