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.
>> > >>
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>> -----
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>> -- 
>> Author: Sergey Nenakhov
>>   INET: [email protected]
>>
>> Fat City Hosting, San Diego, California -- http://www.fatcity.com
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> 
> 
> 
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-- 
Author: Brandon Hamm
  INET: [email protected]

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-- 
Author: Ajay Kumar (RBIN/ECM4)
  INET: [email protected]

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