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Cache friendly tri strip

Started by Unfadable 1 reply 550+ views
Original Post
Unfadable
Unfadable
I'm just getting started with terrain rendering and am wondering about a good way to strip it. Is going down a column, then back up the next column, down the next column, etc a good usage of cache. I'm thinking that adjacents columns share vertices which ideally would be in the post-transform cache. If not, can someone give me a rough idea + links? Sorry if this question seems amateurish, but I'm pretty new to these topics and need a good starting point. Thanks,
Sneftel
Sneftel
There's been a lot of work on this topic. See Optimization of Mesh Locality for Transparent Vertex Caching. The upshot is that the best way to optimize locality is with strips zigzagging back and forth in a column about 15 triangles wide (depending on cache size). The paper has more details.

EDIT: wrong paper, fixed now

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