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#Actualtheagentd

Posted 22 June 2013 - 11:18 AM

Thank you very much! That means that the performance quirks exist (at least) on the following cards:

GTX 295

GTX 460m (laptop)

GTX 460

GT 630

GTX 680

 

The only difference between the indexed renderer and the array renderer is that one uses 6 indices to form 2 GL_TRIANGLES and the other effectively does the same thing internally using GL_QUADS but without an index buffer. This isn't a problem when just rendering quads, but everything I'm rendering in my engine uses indexed triangles.

 

EDIT: I've posted this on the Nvidia developer forums: https://devtalk.nvidia.com/default/topic/548150/opengl/performance-bug-in-gldrawelementsinstanced/


#2theagentd

Posted 22 June 2013 - 11:17 AM

Thank you very much! That means that the performance quirks exist on the following cards:

GTX 295

GTX 460m (laptop)

GTX 460

GT 630

GTX 680

 

The only difference between the indexed renderer and the array renderer is that one uses 6 indices to form 3 GL_TRIANGLES and the other effectively does the same thing internally using GL_QUADS but without an index buffer. This isn't a problem when just rendering quads, but everything I'm rendering in my engine uses indexed triangles.

 

EDIT: I've posted this on the Nvidia developer forums: https://devtalk.nvidia.com/default/topic/548150/opengl/performance-bug-in-gldrawelementsinstanced/


#1theagentd

Posted 22 June 2013 - 11:06 AM

Thank you very much! That means that the performance quirks exist on the following cards:

GTX 295

GTX 460m (laptop)

GTX 460

GT 630

GTX 680

 

The only difference between the indexed renderer and the array renderer is that one uses 6 indices to form 3 GL_TRIANGLES and the other effectively does the same thing internally using GL_QUADS but without an index buffer. This isn't a problem when just rendering quads, but everything I'm rendering in my engine uses indexed triangles.


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