Timeline for Combining varying vertex variable and vertex variable in OpenGL. How to?
Current License: CC BY-SA 3.0
5 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| 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 |