Re: Vertex caching

Igor Kravtchenko <[email protected]> Thu, 07 Sep 2006 04:43:24 -0800
Newsgroups gmane.games.devel.opengl
Organization Fat City Network Services, San Diego, California
Message-ID <[email protected]>
Hi Sergey,

nvTriStrip is device independent (i.e.: doesn't take into account the 
cache size of the current hardware
which is what I'm looking for).
Didn't knew about the ATI tool, will have a look, could be interested to 
avoid overdraw as well.

Thanks,

Igor.



Sergey Nenakhov wrote:

>nVidia has a library, as far as I remember, it is called nvTriStrip.
>Ati has also released a tool (don't remember the name, search their website) which not only optimizes post-transformed vertex cache usage, but also optimizes overdraw of a model.
>
>Sergey
>  
>
>>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.
>>
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-- 
Author: Igor Kravtchenko
  INET: [email protected]

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