RE: [Algorithms] OpenGL LockArrayEXT ... workaround
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From: Ignacio C. <i6...@ho...> - 2000-08-27 21:26:35
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Charles Bloom wrote: > First off, the 64k limit is just because 16-bit indices are used for vertices, > and that's a hard limit to stay for quite some time, I imagine. As for that 2k > vertices per buffer, that was an anomaly of old GeForce drivers, and has been > removed. Hey NVidia, you need to make a new document on how to optimize for T&L > that doesn't dwell so much on the oddities of the GeForce (which really does > have odd performance characterics which are not typical of Radeon and other > future T&L products, like NV20 presumably). no, you are right, i took that info from the old document, there's a new one, in which no limit was mentioned, or if it was, i didn't notice it. Ignacio Castano ca...@cr... |