Indexed vs Non-indexed primitives

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10 comments, last by 21st Century Moose 11 years, 3 months ago
Ok, bad example if you draw it with triangles. Take a tetrahedron instead for an example with no shared vertices.
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This is one case where the GS stage is genuinely useful; you have access to all of the position data on a per-face basis, so you could use that to generate normals and texcoords for a cube (which tend to be pretty standard) while still keeping the vertex count down.

Direct3D has need of instancing, but we do not. We have plenty of glVertexAttrib calls.

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