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### #Actualgnomgrol

Posted 28 July 2012 - 06:54 AM

When I move the camera out, FPS remain the same.
The FPS are about the same on a single vertexBuffer-drawCall.
16-bit optimization could really help, but I dont have the slightest idea how to do that.

According to your blog, I have to find the size of my vertexBuffer and then pad it to 16,32 or 64, but how do I pad a vertexBuffer?
The size of each element of the vertexstructure (3x sizeof(float) * 2x sizeof(float).... + padding) = 32, eg?

### #4gnomgrol

Posted 28 July 2012 - 06:53 AM

When I move the camera out, FPS remain the same.
16-bit optimization could really help, but I dont have the slightest idea how to do that.

According to your blog, I have to find the size of my vertexBuffer and then pad it to 16,32 or 64, but how do I pad a vertexBuffer?
The size of each element of the vertexstructure (3x sizeof(float) * 2x sizeof(float).... + padding) = 32, eg?

### #3gnomgrol

Posted 28 July 2012 - 06:51 AM

When I move the camera out, FPS remain the same.
16-bit optimization could really help, but I dont have the slightest idea how to do that.

According to your blog, I have to find the size of my vertexBuffer and then pad it to 16,32 or 64, but how do I pad a vertexBuffer?

### #2gnomgrol

Posted 28 July 2012 - 06:48 AM

When I move the camera out, FPS remain the same.
16-bit optimization could really help, but I dont have the slightest idea how to do that.

My vertexLayout looks like this:

```layout[0].SemanticName = "POSITION";
layout[0].SemanticIndex = 0;
layout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
layout[0].InputSlot = 0;
layout[0].AlignedByteOffset = 0;
layout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
layout[0].InstanceDataStepRate = 0;
layout[1].SemanticName = "NORMAL";
layout[1].SemanticIndex = 0;
layout[1].Format = DXGI_FORMAT_R32G32B32_FLOAT;
layout[1].InputSlot = 0;
layout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
layout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
layout[1].InstanceDataStepRate = 0;
layout[2].SemanticName = "TEXCOORD";
layout[2].SemanticIndex = 0;
layout[2].Format = DXGI_FORMAT_R32G32_FLOAT;
layout[2].InputSlot = 0;
layout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
layout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
layout[2].InstanceDataStepRate = 0;
layout[3].SemanticName = "COLOR";
layout[3].SemanticIndex = 0;
layout[3].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
layout[3].InputSlot = 0;
layout[3].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
layout[3].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
layout[3].InstanceDataStepRate = 0;
layout[4].SemanticName = "COLOR";
layout[4].SemanticIndex = 1;
layout[4].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
layout[4].InputSlot = 0;
layout[4].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
layout[4].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
layout[4].InstanceDataStepRate = 0;
UINT numElements;
numElements = ARRAYSIZE(layout);

d3d11Device->CreateInputLayout( layout, numElements, VS_Buffer->GetBufferPointer(), VS_Buffer->GetBufferSize(), &vertLayout );
```

### #1gnomgrol

Posted 28 July 2012 - 06:47 AM

When I move the camera out, FPS remain the same.
16-bit optimization could really help, but I dont have the slightest idea how to do that.

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