How to render faster in D3D8

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9 comments, last by Dragun 21 years, 4 months ago
quote:Original post by Dynaguy
No. Quads always share 2 verts, since they consists of two coplanar tri's. So a nonindexed cube would use 6 verts for each side (quad), totalling 36 like you said, whereas an indexed cube would only need 4 for each side, totalling 24. That saves 12 * 32 - 24 * 2 = 336 bytes using your average FVF vertex (pos, n, tex2).


Hmm, you're right, thanks. Forgot about the fact that you could take away two verts for each quad.
Still, that doesn't change the fact that index lists and strips are not very significant for straight-angled objects like cubes. They're most efficient when you need smoother objects.

quote:Original post by CrazedGenius
in the case of a cube, you're right, but something like terrain should be fine for indexed lists or strips.


Thanks. I guess indexed lists and strips/fans are best suited for objects that should appear smooth. Which is fortunate, because they're expensive enough as it is.



[edited by - Bas Paap on December 6, 2002 9:11:56 PM]

[edited by - Bas Paap on December 6, 2002 9:12:53 PM]

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