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#ActualSent1nel

Posted 07 March 2012 - 09:10 PM


The only example I can think of is in non-interleaved data scenarios, but that doesn't really seem like something that should be encouraged through the API. :\


Why not? Interleaved isn't always the best way to lay out your vertex data.


There is nothing wrong with non-interleaved data per se, it just don't have the same performance characteristics as interleaved data (see Game Programming Gems 1 or here). I just find it odd that Direct3D seems to expose the use of vertex buffer arrays whereas, as far as I can tell, OpenGL does not.

#2Sent1nel

Posted 07 March 2012 - 09:10 PM


The only example I can think of is in non-interleaved data scenarios, but that doesn't really seem like something that should be encouraged through the API. :\


Why not? Interleaved isn't always the best way to lay out your vertex data.


There is nothing wrong with non-interleaved data per se, they just don't have the same performance characteristics as interleaved data (see Game Programming Gems 1 or here). I just find it odd that Direct3D seems to expose the use of vertex buffer arrays whereas, as far as I can tell, OpenGL does not.

#1Sent1nel

Posted 07 March 2012 - 07:43 PM


The only example I can think of is in non-interleaved data scenarios, but that doesn't really seem like something that should be encouraged through the API. :\


Why not? Interleaved isn't always the best way to lay out your vertex data.


There is nothing wrong with interleaved data per se, they just don't have the same performance characteristics as interleaved data (see Game Programming Gems 1 or here). I just find it odd that Direct3D seems to expose the use of vertex buffer arrays whereas, as far as I can tell, OpenGL does not.

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