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bshiro

about VBO and vertex processing

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bshiro    100
Does every vertex in the VBO actually gets through the vertex processing stage in the graphics pipeline after a glDrawElements call? If so, is there a way to specify how many verts to be used for a draw call? The vertices are stored in a big VBO, but only a chunk of it is actually used.

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nmi    978
Quote:
Original post by bshiro

Does every vertex in the VBO actually gets through the vertex processing stage in the graphics pipeline after a glDrawElements call?

No, only the indexed ones. And there is a vertex cache storing the result of the vertex shader applied to a vertex, so that the same vertex indexed again while still in the cache does not need to be transformed again.

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bshiro    100

Quote:
Original post by nmi
No, only the indexed ones. And there is a vertex cache storing the result of the vertex shader applied to a vertex, so that the same vertex indexed again while still in the cache does not need to be transformed again.


do you have a reference telling that? i'd like to read more on it. thanks

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