posted March 10, 2000 12:43 PM
Here's that small thread from the DirectX forum. I hope it's readable...
Tom and Niki,
>Indexed lists. They're gorgeous.
You're right that indexed lists are gorgeous - but I'll just sneak in the
extra mention of "long strips". If you can 'stripify' your data efficiently
then you can get higher throughput on NVIDIA hardware (GeForce and Quadro).
This is a vendor-specific tip - so I don't want to push it too hard, but the
reasons for the higher throughput are fairly generic - so it's worth looking
into strips as your preferred type.
But... If your strips end up significantly shorter than about 200 polys per
call then prefer lists since they will typically allow you more polys per
call. If you want to see high poly throughput then you've got to get the
polys-per-call up to this kind of level.
Richard Huddy
Developer Relations, NVIDIA Corporation.
>Indexed lists. They're gorgeous.
>
>Tom Forsyth - Muckyfoot bloke.
>Whizzing and pasting and pooting through the day.
>
>>
>> Hi,
>>
>> I have a short question. My LOD terrain engine generates a set of fans
from
>> a quadtree. What's the best way to render them (performance wise)? Would
I
>> still use vertex buffers, even though I can't render lists of fans? Or
>> should I use indexed triangle lists instead of fans?
>>
>> Thanks in advance,
>> Niki