Original Post
Hi, I am reading a paper from Microsoft about transparent vertex caching There the author states a vertex cache entry is 32 bytes large, consisting of the following items position x,y,z //3 floats ~ 12 bytes normal nx,ny,nz //again 3 floats ~ 12 bytes color rgba //1 byte per component ~ 4 bytes //so we already got 28 bytes texture 1 u v texture 2 u v //so you had to use 1 byte per texture coordinate wich allows a precision of only 1.0f/256.0f ~ 0.5% of a texture width/height so my question is it practical to use such uv coordinates, or do most games not use the color item? or are vertex cache entry sizes large than 32 bytes? Also GF2-3 had 16 vertex registers, gf4 + ~24 how many do modern graphic cards have? thx in advance