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level10boy

When to use multiple vertex data streams

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Just wondering if anyone out there knows when best to take advantage of more than one vertex data stream and how exactly this would benefit i.e. performance. I''ve read loads of stuff about DirectX and never have I seen anyone using more than one vertex device data stream. Thanks, level10boy

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Tweening/Morphing, Particle systems, multiple texture coordinates (one set, but changing over time), etc. Fixed function vertex shaders really don''t use multiple streams (AKAI), but when you start creating your own shaders, you''ll find it handy to pass data to your shader.


Jim Adams
home.att.net/~rpgbook
Author, Programming Role-Playing Games with DirectX

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I use multiple streams for vertex colours. This is so you can have the same geometry, but with different static lighting on it, then it can be in several places with different lighting requirements.

For a few objects this might seem worthless, but when you have hundreds of objects each with several versions for lighting, the savings can be quite considerable.

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