Thanks for the info. Sounds like the only thing I've got to worry about is assembling my vertex buffers fast enough.
My original overdraw assessment was incomplete and therefore incorrect. I was assuming a batch of sprites, where each sprite is two triangles, and no two sprites are connected. In this case alone, overdraw approaches (but never reaches) 200 percent.
Of course, in a more reasonable application (like a terrain renderer), you would have far less overdraw, thereby making degenerate triangles extremely efficient. I'll remember this for future reference.
[edited by - Tom on April 24, 2004 2:18:53 PM]
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