Original Post
Is the differens in performance notiable, when using triangle_strips instead of ordinary triangles through a vertex array?
quote:
Original post by Raloth
The more triangles you render the more triangle strips will be faster. For example:
Rendering 5 triangles without strips takes 5*3 = 15 vertices;
Rendering 5 triangles with strips takes 3*1 + 4 = 7 vertices;
Rendering 2000 triangles without strips takes 2000*3 = 6000 vertices.
Rendering 2000 triangles with strips takes 3*1 + 1999 = 2002 vertices.
You probably won't notice if you aren't rendering a whole lot, but once you start pumping up the triangles you can easily reduce your vertex count by 500%.
quote:
Always prefer strips over straight triangles. They are always faster, no matter the processor, no matter the card.
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Original post by Waverider
Anything you can do to reduce the geometry values sent to the hardware will improve speed.
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Original post by Basiror
btw when i put the render geometry into the VID memory and draw everything as a large TRIANGLE vertex array i won t suffer fillrate problems due to function call overhead
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Original post by python_regiousquote:
Original post by Basiror
btw when i put the render geometry into the VID memory and draw everything as a large TRIANGLE vertex array i won t suffer fillrate problems due to function call overhead
How did you work this one out? You could render an entire triangle list in a single glDrawElements call.
Death of one is a tragedy, death of a million is just a statistic.![]()
quote:
Original post by Basiror
btw when i put the render geometry into the VID memory and draw everything as a large TRIANGLE vertex array i won t suffer fillrate problems
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