Re: [Algorithms] VB vs primitives (was Polygon clipping)
Brought to you by:
vexxed72
From: Martin G. <bz...@wi...> - 2000-07-26 12:30:23
|
Can anybody explain me, why rendering untransformed, unlit, single-textured stripes from a huge optimized wr-only vertex buffer is about 50% slower versus rendering them from a huge primitive? Is it something related to the software T&L? We are using ATI Fury 128, DirectX 7 and DrawIndexedPrimitiveVB vs. DrawIndexedPrimitive. The vertex percent of total vertices per D3D call is about 0.5%. Any idea? Thanks in advance, Martin P.S. apologies if this is OT -----Original Message----- From: Tom Forsyth <to...@mu...> To: gda...@li... <gda...@li...> Date: 26 Þëè 2000 ã. 12:58 Subject: RE: [Algorithms] Polygon clipping >Fans remain fans (though it may be knarly to find the ordering), strips >don't - they can become multiple strips (think about a U-shaped strip where >the bottom of the U is off-screen). > >You might also want to try sending objects that intersect the frustum edges >through the non-VB path, so that D3D clips them for you - it's actually >pretty fast. Things that don't need clipping should still go through the VB >path of course. > >Oh, and I really recommend indexed lists instead of lots of little strips >and fans - you get far too many D3D calls that way, and if you're going to >do your own clipping, indexed lists are very easy to handle. > >Tom Forsyth - Muckyfoot bloke. >Whizzing and pasting and pooting through the day. > >> -----Original Message----- >> From: Klaus Hartmann [mailto:k_h...@os...] >> Sent: 25 July 2000 23:49 >> To: gda...@li... >> Subject: [Algorithms] Polygon clipping >> >> >> Hi all, >> >> Even though this is not an API-specific question, I'd like to use an >> API-specific example to explain my problem. >> >> In Direct3D, when using *vertex buffer* with pre-transformed >> and pre-lit >> vertices, then Direct3D does not perform any clipping. So I >> have to do this >> myself. I could probably go ahead an clip single triangles >> with a Sutherland >> Hodgman algorithm, but... >> >> How do you people clip triangle strips and triangle fans? Is >> it possible to >> clip them so, that strips remain strips, and fans remain >> fans, or is this >> impossible? >> >> Also, which is the prefered clipping algorithm? Is it >> Sutherland Hodgman? >> >> When you answer, please keep in mind that I also need to clip texture >> coordinates and the diffuse/specular colors. >> >> Any help is greatly appreciated, >> Niki >> >> >> _______________________________________________ >> GDAlgorithms-list mailing list >> GDA...@li... >> http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list >> > >_______________________________________________ >GDAlgorithms-list mailing list >GDA...@li... >http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |