Original Post
Greetings! I have done some tests with triangle strips, triangle fans, restarts, indexed vertices etc... and came to the conclusion, that nothing is as fast as vertex cache optimized indexes. OK. So DirectX has cache optimize functions, but as far as I know they go for an optimal value of cache size 16. Some NVidia cards have vertex cache of 24 or even 32! My questions: a)Is it by any possible to determine the vertex cache size? Like GetVertexCacheSize() = 24 or something like that? Perhaps in graphic device information from DirectX? b) How does the mechanism work? Since it is hardcoded in DirectX I allways have to open a graphic device to reorder. It could be done in a model converter. Since it uses the value of 16 all the time. I know it somehow weights the vertices with scores. The higher the vertex score the earlier the vertex/face index. But how does it exactly work? Feel free to post. Thank you in advance!