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Processing Vertex Buffers in Commercial Code

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In commercial code, would you see a vertex buffer being processed and put into a processed vertex buffer before being displayed? Or is there some common form of prior processing?

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Sometimes, but only in cases where:

a) the post transformed data needed to be read back.
b) there are a lot of render passes for the same vertices.

Usually though, ProcessVertices() isn''t such a good idea since it''s always done using the CPU so if you have a card which can do hardware vertex processing (Hardware T&L and/or Vertex shaders), you''re ignoring its main advantage!

The fastest way except in exceptions a and b above is always to Draw*Primitive*() from an *UNTRANSFORMED* buffer and let the API/hardware worry about the vertex T&L.

Simon O''''Connor
Creative Asylum Ltd

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