Trouble with VBOs
No problem, I can also send you some code if you want. Once I deem my Monkey3D project ready for release when I can successfully use it to have models in my first game, then the entire code where I generate the mesh will be available. One thing to note is my algorithm requires the model be closed.
glInterleavedArrays doesn't support multiple texture coordinate arrays, but you can still store your data in an interleaved format and enable the individual arrays as long as you pass the correct stride.
I suspect that stacked arrays may degrade performance due to cache misses, especially with more complex geometry which spans more than one page of memory. I know that this happens in conventional memory. Can someone verify if this happens in display memory, too?
I suspect that stacked arrays may degrade performance due to cache misses, especially with more complex geometry which spans more than one page of memory. I know that this happens in conventional memory. Can someone verify if this happens in display memory, too?
tigakub Wrote:I suspect that stacked arrays may degrade performance due to cache misses, especially with more complex geometry which spans more than one page of memory. I know that this happens in conventional memory. Can someone verify if this happens in display memory, too?
Yes, there are caches on the GPU, and yes, you can miss them and cause a slow-down.
I benchmarked a bunch of vertex formats (interleaved and not, 3- and 4-component vertices, 3- and 3X-component normals and binormals, 2- and 4-component texture coordinates) and I found no difference in performance.
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