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:
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-- 
Author: Tony Cox
  INET: [email protected]

Fat City Hosting, San Diego, California -- http://www.fatcity.com
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