Re: Vertex caching
Sergey Nenakhov <[email protected]> Sun, 10 Sep 2006 02:03:23 -0800
| Newsgroups | gmane.games.devel.opengl |
|---|---|
| Organization | Fat City Network Services, San Diego, California |
| Message-ID | <[email protected]> |
As far as I know nvTriStrip takes post-transform cache size as a parameter. 12 will be a very good guess. (and by the way, D3DXOptimize doesn't query the cache size of current hw also, (but ID3DXMesh::Optimize does)). And you don't want to optimize at load time, do you :) !? > > 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. > >> > >>----- > >>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). > >> > >> > >> > > > > > >----- > >FAQ and OpenGL Resources at: > > http://www.geocities.com/SiliconValley/Hills/9956/OpenGL > > > > > > > > ----- > 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). > ----- FAQ and OpenGL Resources at: http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: Sergey Nenakhov 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).