Original Post
By default in the fixed function pipeline for OpenGL things like position are actually 4 element vectors. Also I read about how when doing SIMD on vectors and things like that, processors have room for 4 element arrays.
I'm guessing sending things to OpenGL as 3 element vectors saves on bandwidth or something, but when writing actual shaders does it matter at all if I'm using vec3 or can I just use vec4 all over the place with no penalty? What about vec2 even?
I'm guessing sending things to OpenGL as 3 element vectors saves on bandwidth or something, but when writing actual shaders does it matter at all if I'm using vec3 or can I just use vec4 all over the place with no penalty? What about vec2 even?