Jump to content
  • Advertisement
Sign in to follow this  
jakesee

Which is recommended/standard? unsigned shorts or unsigned int indices?

This topic is 2751 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

Hi,

Pretty much as the title says:
Which is the recommended/standard? unsigned shorts or unsigned int indices?

I would think that with the current tech, unsigned integers would be fully supported but I still find some cards on existing laptops require unsigned shorts.

Is there a place I can look up the latest dx/ogl docs for these kind of issue. I googled a bit and I do get some pdfs, but i cannot determine whether they are the latest.

Thanks.

Share this post


Link to post
Share on other sites
Advertisement
For the sake of not wasting memory, you should use shorts unless you actually need ints (i.e. more than 65k verts).

Share this post


Link to post
Share on other sites
@Hodgman
I just wanted to know so I can decide whether a mesh-resource-file should indicate whether it is using ushorts or uints so as to support both.

@foobarbazqux
Pierre's post was back in march, hopefully nothing much has changed. If ushorts is indeed better then I think I should impose the file format rule that vertex count be max of 65k...

------------

Thanks thanks.

Share this post


Link to post
Share on other sites
Quote:
Original post by jakesee
@Hodgman
I just wanted to know so I can decide whether a mesh-resource-file should indicate whether it is using ushorts or uints so as to support both.

@foobarbazqux
Pierre's post was back in march, hopefully nothing much has changed. If ushorts is indeed better then I think I should impose the file format rule that vertex count be max of 65k...

------------

Thanks thanks.


Not a particularly sane limitation, and its fairly easy for large models to exceed that...

Just support both and either use the number of indices or a flag to indicate which a model should use.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

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

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!