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cephalo

Performance difference btw tri-list and indexed tris.

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cephalo    739

I have a small primitive I am going to instance. I could use an index buffer, but the memory footprint is going to be extremely small either way. However, I am going to draw this object many times per frame. Does it matter at all if I use an ordered triangle list or an indexed triangle list?

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kalle_h    2464

Always use indices its very rare that you don't share any vertices. This way you allow gpu to use post vertex shader cache.

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mhagain    13430

Always use indices its very rare that you don't share any vertices. This way you allow gpu to use post vertex shader cache.

 

For the small number of vertices the OP is talking about (I'm guessing quads in a particle system?) it's highly unlikely to make any difference.  The bottleneck will be elsewhere.

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