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Feb 27, 2017 at 22:18 vote accept user18490
Feb 27, 2017 at 19:05 comment added Maximus Minimus @user18490 - if you think about it, vertex count is only one part of the graphics pipeline, and really just the front-end part that your application deals with. You're very unlikely to be bottlenecked on vertex count; typically you will be drawing many more fragments than vertices. Don't worry about it, if you have to duplicate the data then duplicate the data; it's actually often far more efficient to burn a little extra memory than it is to try some tricksy scheme that doesn't align well with the way GPUs like to work.
Feb 27, 2017 at 18:14 comment added Kromster I doubt there are simple optimizations over that. GPUs are great at crunching data. But let's see for other answers.
Feb 27, 2017 at 18:06 comment added user18490 Ok great thanks for the answer. But is this efficient though. This means I will have 6 vertices instead of 4. That's okay with 2 triangles but not as good when the mesh is very large? What do you think?
Feb 27, 2017 at 18:00 history answered Kromster CC BY-SA 3.0