Vertex Array Optimization
Could anyone tell me which is the optimal structure for vertex (texcoord, etc) arrays? Should i use separate arays, or one interleaved array. What should be the vertex stride size? I heard something about this. People said vertex data should be n*32bytes. Is this true for interleaved arrays only, or for both structure? Is this important only when data is in client memory, or even if i use VBOs? How should i keep my vertex data be 32bytes? please help!
thanx in advance!
"Knowledge is no more expensive than ignorance, and at least as satisfying." -Barrin
"Knowledge is no more expensive than ignorance, and at least as satisfying." -Barrin
your question has already been answered in your thread on opengl.org
DJSnow
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this post is manually created and therefore legally valid without a signature
DJSnow
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this post is manually created and therefore legally valid without a signature
DJSnow---this post is manually created and therefore legally valid without a signature
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