Re: [Algorithms] OpenGL LockArrayEXT ... workaround
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From: Joe A. <jo...@ti...> - 2000-08-24 20:48:43
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> are you sure 4096 is the maxium size for optimized compiled vertex arrays? > I just though it was 1024, since q3 uses 1K vertex buffers (according to Brian > Sharp's conference). Hi, I wrote a little test app to find this out. And at least on my G4 with an ATI Rage128, the maximum size depends on the vertex data you use. The buffer seems to be 64kb big. So if you pass 2 TextureUV and one Vertex with 3 floats you get 65536 / (4*(3+2+2)) = 2340 vertices. bye joe |