1. The vertices order in a buffer for a triangle matter in any way (assuming the the mapping vertex-uv-etc is correct) excepting optimisation?
2. If I want to optimise for vertex cache I need to render front to back objects, traingles or vertices ? Assuming that I prefer rendering huge buffers (seems that improves dramtically the performance) intead of small buffers does the vertice order matter ?
If I have a SINGLE huge vertex buffer the GPU automatically cuts unseen vertices with CullFaces and I dont need any kind of optimisation ? Optimisations are for sorting separated vertex buffers ?
3. Is there any advantage using index buffer and split in more buffer, one for vertices, one for UVs, one for normals ? If yes how can I detect offline algoritmicaly on my mesh if is a fps boost ?
4. What tools is best for debugging low level GPU performance with those kind of optimisation? (Im using Visual Studio 2010, DirectX 11 SDK, SM 5.0)
Edited by Papadopol, 23 July 2012 - 12:15 PM.









