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Posted 13 June 2011 - 06:25 AM
Posted 13 June 2011 - 06:54 AM
Posted 13 June 2011 - 07:14 AM
Posted 13 June 2011 - 07:15 AM
Posted 13 June 2011 - 08:01 AM
I disagree that it is the only time.
I'm thinking (and feel free to disagree) that the only time one would want to use drawArrays would be when drawing strips since there will be hardly any repeated data. Is that the general rule?
It all comes down to particular setups. Optimizing these things, from a theoretical side so to say, is not my strong side, but there are people around here that know this very well. There are always trade-offs between various parameters. One solution may improve performance at the cost of doubling the number of buffer binds; but if you're not bind-performance bound, then binding more buffers may not be a problem. If you're not vertex processing-performance bound, then using index arrays to save vertex processing is not going to help. If you're vertex processing-performance bound, then index arrays may help, as long as you don't start binding too many buffers because you now have an index array to bind as well.
It is entirely situational which one is better for a particular case, and even depends on other factors than the number of binds and the size of the arrays.
Could you provide some more information on this please? Thanks =)
Posted 13 June 2011 - 08:06 AM
Posted 13 June 2011 - 08:51 AM