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OGL style vertex buffers in D3D

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Does anyone know how to separate vertex position from other elements in a FVF structure? Vertex coordinates need to be transformed, and can be done so faster using SIMD operations. It doesn''t seem like SIMD can be used well when other data (color, texture coordinates) are packed along with position. OpenGL allows separate data streams. Does D3D? If so, how would I go about doing this? Toby Jones Software Design Engineer Sonic Foundry, Inc.

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Also, if you use software TnL, the 3DNow! and PIII SSE pipelines will swizzle your data into the proper format. It does this on Optimize(), and I think whenever you unlock the VB (not sure.)

So unless you''re doing your own TnL (if you''re doing a traditional pipeline, there''s no real point), there''s not much point worrying about this.

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