Vertex caching
Igor Kravtchenko <[email protected]> Tue, 05 Sep 2006 05:13:23 -0800
| Newsgroups | gmane.games.devel.opengl |
|---|---|
| Organization | Fat City Network Services, San Diego, California |
| Message-ID | <[email protected]> |
Hi! I was wondering whether it could exist some "hidden" way in OpenGL to optimise its index buffer depending of the number of entries into the FIFO cache on the video card. D3D for instance can optimise its index buffer at runtime with method like D3DXOptimizeFaces() which is device independent or using D3DXMESHOPT which is device dependent. At first, we could guess that GL could re-arrange the indices automatically when submiting index buffer but ofcourse, it doesn't. Maybe on some drivers? Really never? Any remark on the subject is welcome, 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).