Triangle strips and performance
Currently I am using the .x format to load (unusual I know, but it was easy to use). My questions are...
1. Does anyone have solid stats of framerate drops from calling everytime vs triangle strip?
2. If I switch to .obj or whatever everyone usually uses, will all data be in triangles? Currently the .x format will say the following verts are a triangle or a quad (I suppose I could write a modifier to make all data triangles).
1.) The OpenGL Geometry Benchmark does just what you are asking, but the results are pretty much a given. You can find it here. Strips are faster them immediate mode, and lists vary with implementation. It is a little old, but still does what it is supposed too.
2.) Um, that will vary with the format, but even .obj can contain polygons with more then just 3 vertices, though they could be easily triangulated.
2.) Um, that will vary with the format, but even .obj can contain polygons with more then just 3 vertices, though they could be easily triangulated.
I don't know why I put triangle strips. But I've been looking at vertex arrays and interleaved vertex arrays, but it looks like the functions still go through the array(s) I pass them, and they go through 1 at a time sending data to the GPU. Basically I have too many draw calls already and its looks like this does the same thing. Maybe Display List is what I need?
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement