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#ActualPapadopol

Posted 23 July 2012 - 12:15 PM

Hi. Im learning DirectX 11 and graphic programming and I want to understand everything before I go further. So I'll might ask some stupid question here and I'll be glad if you could help a noob.

1. The vertices order in a buffer for a triangle matter in any way (assuming the the mapping vertex-uv-etc is correct) excepting optimisation?
2. If I want to optimise for vertex cache I need to render front to back objects, traingles or vertices ? Assuming that I prefer rendering huge buffers (seems that improves dramtically the performance) intead of small buffers does the vertice order matter ?
If I have a SINGLE huge vertex buffer the GPU automatically cuts unseen vertices with CullFaces and I dont need any kind of optimisation ? Optimisations are for sorting separated vertex buffers ?
3. Is there any advantage using index buffer and split in more buffer, one for vertices, one for UVs, one for normals ? If yes how can I detect offline algoritmicaly on my mesh if is a fps boost ?
4. What tools is best for debugging low level GPU performance with those kind of optimisation? (Im using Visual Studio 2010, DirectX 11 SDK, SM 5.0)

#2Papadopol

Posted 23 July 2012 - 12:11 PM

Hi. Im learning DirectX 11 and graphic programming and I want to understand everything before I go further. So I'll might ask some stupid question here and I'll be glad if you could help a noob.

1. The vertices order in a buffer for a triangle matter in any way (assuming the the mapping vertex-uv-etc is correct) excepting optimisation?
2. If I want to optimise for vertex cache I need to render front to back objects, traingles or vertices ? Assuming that I prefer rendering huge buffers (seems that improves dramtically the performance) intead of small buffers does the vertice order matter ?
If I have a SINGLE huge vertex buffer the GPU automatically cuts unseen vertices with CullFaces and I dont need any kind of optimisation ? Optimisations are for sorting separated vertex buffers ?
3. Is there any advantage using index buffer and split in more buffer, one for vertices, one for UVs, one for normals ? If yes how can I detect offline algoritmicaly on my mesh if is a fps boost ?

#1Papadopol

Posted 23 July 2012 - 12:06 PM

Hi. Im learning DirectX 11 and graphic programming and I want to understand everything before I go further. So I'll might ask some stupid question here and I'll be glad if you could help a noob.

1. The vertices order in a buffer for a triangle matter in any way (assuming the the mapping vertex-uv-etc is correct) excepting optimisation?
2. If I want to optimise for vertex cache I need to render front to back objects, traingles or vertices ? Assuming that I prefer rendering huge buffers (seems that improves dramtically the performance) intead of small buffers does the vertice order matter ?
If I have a SINGLE huge vertex buffer the GPU automatically cuts unseen vertices with CullFaces and I dont need any kind of optimisation ? Optimisations are for sorting separated vertex buffers ?

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