D3DIM: triangle lists vs. strips
Hi...
I''ve been working on my graphics engine and I can''t get it to run very fast at all... Now, I think this could be because I''m using triangle lists and not strips. I *could* rewrite the thing to use strips. Would this improve speed noticeably? It''s quite some work and I only want to do it if it''s necessary.
I could have posted this in the isometric board (it''s an isometric engine) but this here gets far more hits
thanks
- JQ
pmjordan@gmx.at
lead programmer,
PWC Software
well.. once i''ve read that stripes would be faster (at least for
GeForce cards). but i neither know where i''ve read it and how reliable this info is..
But are you sure it makes much sence to use stripes ?
how would you convert a triangle-list describing a cube into stripes ? (1 stripe is impossible i think)
i think, that this algo is as speed improving your engine as a sleep (10) in the innerst loop would be ;-)
but if your object is kinda cool-to-be-ported-to-a-stripe (like landscape-stuff) it would maybe speed up your code..
and how would you implement HSR with stripes ?
so long
torsten
GeForce cards). but i neither know where i''ve read it and how reliable this info is..
But are you sure it makes much sence to use stripes ?
how would you convert a triangle-list describing a cube into stripes ? (1 stripe is impossible i think)
i think, that this algo is as speed improving your engine as a sleep (10) in the innerst loop would be ;-)
but if your object is kinda cool-to-be-ported-to-a-stripe (like landscape-stuff) it would maybe speed up your code..
and how would you implement HSR with stripes ?
so long
torsten
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