Render cost of degenerate triangles

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9 comments, last by Tom 20 years ago
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]

GDNet+. It's only $5 a month. You know you want it.

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