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#ActualBrother Bob

Posted 22 July 2013 - 12:32 PM

I clearly need to pay more attention to what I'm reading, I thought you were asking about whether or not to use indices, when really you were asking about whether or not you should store them in system memory or video memory. Silly. Anyways, on the this document http://http.developer.nvidia.com/GPUGems/gpugems_ch28.html it says under the heading "28.3.3 Optimizing Vertex Processing" that for some cache optimizations to take place, you have to use indexed geometry. I suspect that you'd have to use an index buffer for this to work but I'm guessing at this, I'm assuming that you have to explicitely send the index to the GPU for it to be aware of the index. The following document seems to hint at this, under the heading "Take full advantage of Tegra’s sophisticated post-transform cache by following these guidelines:" http://docs.nvidia.com/tegra/data/Optimize_OpenGL_ES_2_0_Performance_for_Tegra.html I think that what they are saying is: If the GPU does not have a copy of the index then the values calculated for the first vertex cannot be cached and reused for redundant vertices so the vertex processor has to now run again and again needlessly for overlapping points.


#5marcClintDion

Posted 22 July 2013 - 03:20 AM

There is far too much arrogance and out right abuse by site moderators, they are teaching other people to behave this way.  The posts I've made will all be shorty removed and replaced with this notice.  Game development is not the only thing being taught here, bad behavior is being taught as well.


#4marcClintDion

Posted 08 June 2013 - 12:21 AM

I clearly need to pay more attention to what I'm reading, I thought you were asking about whether or not to use indices, when really you were asking about whether or not you should store them in system memory or video memory. Silly.

Anyways, on the this document http://http.developer.nvidia.com/GPUGems/gpugems_ch28.html

it says under the heading "28.3.3 Optimizing Vertex Processing" that for some cache optimizations to take place, you have to use indexed geometry. I suspect that you'd have to use an index buffer for this to work but I'm guessing at this, I'm assuming that you have to explicitely send the index to the GPU for it to be aware of the index. The following document seems to hint at this, under the heading

"Take full advantage of Tegra’s sophisticated post-transform cache by following these guidelines:"

http://docs.nvidia.com/tegra/data/Optimize_OpenGL_ES_2_0_Performance_for_Tegra.html

I think that what they are saying is: If the GPU does not have a copy of the index then the values calculated for the first vertex cannot be cached and reused for redundant vertices so the vertex processor has to now run again and again needlessly for overlapping points.

#3marcClintDion

Posted 08 June 2013 - 12:20 AM

I clearly need to pay more attention to what I'm reading, I thought you were asking about whether or not to use indices, when really you were asking about whether or not you should store them in system memory or video memory. Silly.

Anyways, on the this document http://http.developer.nvidia.com/GPUGems/gpugems_ch28.html

it says under the heading "28.3.3 Optimizing Vertex Processing" that for some cache optimizations to take place, you have to use indexed geometry. I suspect that you'd have to use an index buffer for this to work but I'm guessing at this, I'm assuming that you have to explicitely send the index to the GPU for it to be aware of the index. The following document seems to hint at this, under the heading

"Take full advantage of Tegra’s sophisticated post-transform cache by following these guidelines:"

http://docs.nvidia.com/tegra/data/Optimize_OpenGL_ES_2_0_Performance_for_Tegra.html

I think that what they are saying is: If the GPU does not have a copy of the index then the values calculated for the first vertex cannot be reused for redundant vertices so the vertex processor has to now run again and again needlessly for overlapping points.

#2marcClintDion

Posted 08 June 2013 - 12:05 AM

I clearly need to pay more attention to what I'm reading, I thought you were asking about whether or not to use indices, when really you were asking about whether or not you should store them in system memory or video memory. Silly.

Anyways, on the this document http://http.developer.nvidia.com/GPUGems/gpugems_ch28.html

it says under the heading "28.3.3 Optimizing Vertex Processing" that for some cache optimizations to take place, you have to use indexed geometry. I suspect that you'd have to use an index buffer for this to work but I'm guessing at this, I'm assuming that you have to explicitely send the index to the GPU for it to be aware of the index. The following document seems to hint at this, under the heading

"Take full advantage of Tegra’s sophisticated post-transform cache by following these guidelines:"

http://docs.nvidia.com/tegra/data/Optimize_OpenGL_ES_2_0_Performance_for_Tegra.html

#1marcClintDion

Posted 07 June 2013 - 11:40 PM

I clearly need to pay more attention to what I'm reading, I thought you were asking about whether or not to use indices, when really you were asking about whether or not you should store them in system memory or video memory. Silly.

Anyways, on the this document http://http.developer.nvidia.com/GPUGems/gpugems_ch28.html

it says under the heading "28.3.3 Optimizing Vertex Processing" that for some cache optimizations to take place, you have to use indexed geometry. I suspect that you'd have to use an index buffer for this to work but I'm guessing at this, I'm assuming that you have to explicitely send the index to the GPU for it to be aware of the index.

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