Non interleaved vertex data

Non interleaved vertex data

Post by legalize+j » Fri, 28 May 2004 00:20:40

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=?Utf-8?B?U2FuY2hv?= < XXXX@XXXXX.COM > spake the secret code
< XXXX@XXXXX.COM > thusly:

If you mean use arrays of components instead of arrays of vertices
containing interleaved components, then yes you can do this with
multiple streams. Some cards don't support more than 1 stream though,
so you will need to support the interleaved case anyway. Look at
SetStreamSource and the MaxStreams capability.
"The Direct3D Graphics Pipeline"-- code samples, sample chapter, FAQ:
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1. Algorithm to make interleaved buffer to non-interleaved

2. Performance Gain with Page-based interleaving over Bank-based interleaving

I'm using 8260. According to Motorola's manual, page-based interleaving
would give highest performance. Has anyone done any benchmarking to
determine the percentage gain when switched to page-based interleaving?

What about with page-based interleaving working with Page mode select to
leave a page open until page miss or refresh (rather than back-to-back mode)?

I could have done the experiment myself and figure out any gain we may get.
Unfortunately, we ran into some hurdles, and I need to see if the gain is
worth the pain/cost in overcoming that hurdle.

Any feedbacks would be appreciated.

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5. Vertex Arrays, Vertex Buffer Objects

6. Passing vertices from application to vertex program

7. vertex-vertex shortest distance

8. Plotting a 7 vertex graph in which every vertex has degree 4

9. Vertex blending to vertex shader

10. coloring vertex with vertex shader

11. Large Vertex Buffers and Vertex Streams?

12. vertex to vertex visibility test inside a polygon

13. Vertex program vs. vertex shader

14. vertex index in vertex shader

15. Questions about the vertex... "The Vertex Monologues"