RE: Vertex caching
"Ajay Kumar (RBIN/ECM4)" <[email protected]> Sun, 10 Sep 2006 22:23:23 -0800
| Newsgroups | gmane.games.devel.opengl |
|---|---|
| Organization | Fat City Network Services, San Diego, California |
| Message-ID | <[email protected]> |
Also you can submit you query in NVIDIA forum, Khronos group(www.opengles.org)(windows opengl www.opengl.org) to get expert advice. Regards Ajay -----Original Message----- Brandon Hamm Sent: Monday, 11. September 2006 9:08 AM To: Multiple recipients of list OPENGL-GAMEDEV-L Unfortunately, you're correct. The OpenGL USENET newsgroup sees some pretty good activity, though: comp.graphics.api.opengl Brandon Hamm Dion Hewson wrote: > this list is pretty dead > > 1 post in four days? > > are there any other opengl mailing lists? > > On 9/10/06, Sergey Nenakhov <[email protected]> wrote: >> >> >> 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). >> > > > ----- FAQ and OpenGL Resources at: http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: Brandon Hamm 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: Ajay Kumar (RBIN/ECM4) 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).