Vertex Buffer
Depends on the device. Check the MaxPrimitiveCount/MaxVertexIndex caps of the devices D3DCAPS8 structure.
Bjørn.
Bjørn.
But isn´t MaxPrimitiveCount how many vertex you can render with one call to DrawPrimitive?
Zeblar Nagrim, Lord of Chaos
Zeblar Nagrim, Lord of Chaos
Yup, but "it''s usually not a good idea to make VBs any larger, since the driver has to find a free block of contiguous AGP memory to fit the buffer - hence it''s typically easier/faster when the VB is smaller. It''s sorta-documented in NVidia''s white-paper "The Efficient Use of Vertex Buffers" (it mentions a limit of 65535 vertices)." [1]
Bjørn.
[1] http://discuss.microsoft.com/SCRIPTS/WA-MSD.EXE?A2=ind0011E&L=DIRECTXDEV&P=R195
Bjørn.
[1] http://discuss.microsoft.com/SCRIPTS/WA-MSD.EXE?A2=ind0011E&L=DIRECTXDEV&P=R195
ok. Thank you for your reply. In that case I must probably use a couple or two of those vertex buffer... Currently I have 200000 vertex in my scene at the same time. Or maybe I should use only one and refill it.
Profile both variants. I don''t know if its cheaper to refill a vb with several 1000 vertices then switching vbs.
Bjørn.
Bjørn.
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