Question about TnL
I was taught that you need to do about 200 polygon per call (to your drawing function) to make an efficient use of TnL.
My problem is that I use skeletal animation coupled with low poly models (about 100 triangles). So I would have to rotate each part individualy because of glDrawElements and each part doesnt contain many triangles.
I considered using my own matrix object to perform rotation and such on low poly models but maybe there''s something I didnt understand or there''s a by the book solution. Just checking to make sure I''m not reinventing the wheel ^_^.
In low-poly models its hard to batch efficiently. The solution is simple; use models with more polygons.
Alternatively, you can use a vertexshader to speed things up. I''m no expert at those but I have reliable sources that claim this is the fastest way.
Good luck
Alternatively, you can use a vertexshader to speed things up. I''m no expert at those but I have reliable sources that claim this is the fastest way.
Good luck
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