Original Post
Hi to everyone. In my previous post about how to use glTexCoord2s() I've learned that even if I use smaller, non-float data types for vertexes, normals and colors )to reduce the amount of memory to be sent to the GPU per frame) is it possible that the Driver convert them back to float before send data to the GPU and hence my optimization can be trashed away. My questions are: 1) The same above rule is valid even if I use Buffer Objects to directly store geomery data on VRAM? 2) In case geometry is stores using the source format (integer) is still possible that GPU converts them to float before using it? 3) (if all hope is lost...) someone knows where find some hints/suggestions on how to render a 1.5 millions of vertexes mesh with an acceptable frame rate? Thank you very much!