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.
Which is recommended/standard? unsigned shorts or unsigned int indices?
For the sake of not wasting memory, you should use shorts unless you actually need ints (i.e. more than 65k verts).
@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...
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Thanks thanks.
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.
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.
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