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glDrawRangeElements

Started by February 17, 2005 07:01 AM
9 comments, last by cippyboy 20 years ago
Quote:
Original post by _DarkWIng_
Quote:
Original post by cippyboy
glLockArrays seems to prove the functionality for glDraw[Range]Elements, when not set corectly you can see it clamps less vertices and stuff.

Stay away from glLockArrays. That is a part of CVA extension that is considerd dead/useless since HW T&L.



It`s just one function calls before+after glDraw[Range]Elements,it gives me 1-3 FPS boost, so what the heck ? :D

And the 400 indices per call, it was kinda right, but actually my card can receive the maximum amount without any decrease->no need to split objects(I thought that it will crack when handling objects with more than 4000+ but it didn`t,by the way my Radeon 9550 has GL_MAX_ELEMENTS_INDICES set to 65 535 so on older cards it might prove efficient to work on buffer sizes(triangles rendered per-call) of 4096 right ? That was the limit on my old GeForces;although it was kind of odd to see(on my Radeon) GL_MAX_ELEMENTS_VERTICES around... 2 GB ?(GeForce only had 4096 ;))

Relative Games - My apps

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