man, 28.07.2003 kl. 14.03 skrev Curtis L. Olson:
> - When looking at a 3d cockpit, you probably have more geometry to
>   draw because of the complexities of the inside of the cockpit.  To
>   draw a lot of geometry you want a fast CPU and a fast AGP buss.

For geometry-limited situations, a fast AGP bus does not necessarily
help all that much if you're using T&L hardware and vertices are not
actually stored in AGP memory, since then the drivers have to use system
resources to transfer the vertex data from system memory to the card on
every rendering call (in case the app changed the data between them),
instead of letting the card fetch the vertices it needs straight from
AGP memory on its own. In some situations, EXT_compiled_vertex_array can
be useful to reduce the frequency of redundant transfers. But it's also
possible to use the ARB_vertex_buffer_object, NV_vertex_array_range, or
ATI_vertex_array_object extensions to store vertices directly in AGP
memory where the card can get at it when it wants to. Trust me, for high
geometry, it *really* makes a difference.



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