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Does the tessellator require a 32-bit index buffer for safety reasons?


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#1 mrheisenberg   Members   -  Reputation: 356

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Posted 11 January 2014 - 03:03 PM

Assuming I use DXGI_FORMAT_R16_UINT and not DXGI_FORMAT_R32_UINT for an index buffer format and an unsigned short array for the indices, I get 65536 vertices for a mesh.Now this is good, because it's not like I would ever bind a mesh that huge, but what if I bind a mesh that has 20000 vertices and I use tessellation to generate new vertices, so the new mesh has 4 times more vertices(80000).Will this be an issue with a 16-bit index buffer?



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#2 MJP   Moderators   -  Reputation: 11774

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Posted 12 January 2014 - 01:43 AM

No, it shouldn't cause any issues. The indices in your index buffer will only correspond to control points pre-tessellation, and not the vertices generated between the hull and domain shaders.






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