RE: [Algorithms] Vertex data entering the pipeline
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From: Shawn H. <sha...@cl...> - 2003-01-21 19:04:48
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Jon Watte writes: >> Could vertex and normal buffers have seperate indices, so >> less memory is used up by duplicated normals, and (hopefully) >> they are only transformed once. > > That's how 3dsmax and other modelers store the data internally. > However, every time this subject gets mentioned, some hardware > vendors will jump in and claim that their research shows this > would actually be slower. I tend to agree -- when we tried > storing models like this, the size of the file often went UP > because of the added index sizes Gamecube, anyone? It uses separate indices for positions, normals, UV's, and whatever else you like, and you can usually pack meshes down to a lot less than on any other platform (which is a good thing given how little RAM the thing has :-) I don't see this being anything of a speed boost for rendering, though, as it makes access far more random and less cache-friendly. Hardware likes nice simple linear access to big chunks of contiguous data, which is pretty much mutually exclusive with doing compression through indexing. -- Shawn Hargreaves Climax Brighton |