...faster ?
- Andreab
> - Andreab
faster than calling glBegin/glVertex/glEnd? Maybe -- it depends
on the implementation and exactly what you are doing.
--
Andy V (OpenGL Alpha Geek)
"In order to make progress, one must leave the door to the unknown ajar."
Richard P. Feynman, quoted by Jagdish Mehra in _The Beat of a Different Drum_.
Paul Martz's OpenGL FAQ: http://www.frii.com/~martz/oglfaq
How many polygons are in this hemisphere ? :)Quote:> faster than molasses in January? Yes. (In the northern hemisphere.)
No, well, I meant.... are *Interleaved* Vertex Arrays faster than
standard Vertex Arrays, where I declare separate arrays for
vertices, colors, texcoords, etc.etc.
- Andreab
> How many polygons are in this hemisphere ? :)
They might be. They might be slower. I can come up with a few reasonsQuote:> No, well, I meant.... are *Interleaved* Vertex Arrays faster than
> standard Vertex Arrays, where I declare separate arrays for
> vertices, colors, texcoords, etc.etc.
It also depends on what portion of the geometry is clipped out or
culled.
--
Andy V (OpenGL Alpha Geek)
"In order to make progress, one must leave the door to the unknown ajar."
Richard P. Feynman, quoted by Jagdish Mehra in _The Beat of a Different Drum_.
Paul Martz's OpenGL FAQ: http://www.frii.com/~martz/oglfaq
1. interleaved or normal vertex arrays
I'm sure the standard answer to is interleaved or normal arrays are faster?,
is "depends on the inplementation"
but, from your experience, which is faster?
also show I use the extension vertex arrays instead. I think their two types
(one is nvidia one I believe)
cheers,
Adam Hart
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3. vertex arays or interleaved arrays?
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9. Interleaved arrays and multitexturing
10. Mixing Interleaved Arrays with glVertex3*
12. OpenGL Interleaved Array Format