RE: Index16 vs Index32 for index buffer

"Remy Saville" <[email protected]>
Newsgroups gmane.games.devel.opengl
Organization Fat City Network Services, San Diego, California
Message-ID <[email protected]>
Thanks :)

I can't really make a valid guess, beyond the obvious ones, at why it
was only noticeably faster to use 16 vs. 32 on the nv1x in our tests.
If the hardware guys recommend something and it doesn't cause a slow
down then do it. :)
 

-----Original Message-----
Don Gunter
Sent: August 18, 2005 9:04 AM
To: Multiple recipients of list OPENGL-GAMEDEV-L

!!!! Homeworld 2!!!!
Yeah, I loved it. Better graphics than the first couple but I liked the
TAC
on the older ver.

Where do you think the performance gain came from? Accessing the
"unaligned"
word or the transfer to the card? Or other? <think think think> you guys
are
sometimes quiet, but each thing I get has given' me tremendous returns.
Keep
'em coming.

 I want.. NEED<grin> more time for content.
Ya'll have a GREAT day!
Don Gunter

-----Original Message-----
Saville
Sent: Tuesday, August 16, 2005 1:34 PM
To: Multiple recipients of list OPENGL-GAMEDEV-L

During Homeworld 2 I did some benchmarks and found on some nv1x cards
there was a small boost when we switched to 16 from 32.  I didn't notice
any difference on any other cards I tested with though.
 

-----Original Message-----
Igor Kravtchenko
Sent: 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.


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