RE: Index16 vs Index32 for index buffer
"Tony Cox" <[email protected]>
| Newsgroups | gmane.games.devel.opengl |
|---|---|
| Organization | Fat City Network Services, San Diego, California |
| Message-ID | <[email protected]> |
More recent cards do support 32-bit indices, so for those cards there is no performance penalty (other than the slight extra bandwidth, of course). If the hardware doesn't natively support 32-bit indices, then the driver is going to have to do some fixing up for you, which is going to cost you some perf. Tony Cox - Development Manager Studio ZR, Microsoft Game Studios -----Original Message----- Igor Kravtchenko Sent: Tuesday, August 16, 2005 11:24 AM To: Multiple recipients of list OPENGL-GAMEDEV-L 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: Tony Cox 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).