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.
> >>
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-- 
Author: Sergey Nenakhov
  INET: [email protected]

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