Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

aceroqs

OGL style vertex buffers in D3D

This topic is 6490 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

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.

Share this post


Link to post
Share on other sites
Advertisement
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.

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!