Re: Index16 vs Index32 for index buffer
| 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? I did some quick timings some time ago, and could not measure a difference. Tested with some objects each having about 3 million vertices. Best thing to do is probably running your own test under your typical usage scenario. 32 bit ints were ideal for me, I did not have to break up my models. Good luck, Erwin ----- FAQ and OpenGL Resources at: http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: 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).