If I understand correctly how the sky dome mesh is constructed, there was a
lot of duplication of vertices in the triangle strip arrays, and this has
been carried forward into your indexed mesh approach. The INDEX_MESH
optimizer would remove these duplicates. The order of the triangles in the
output of INDEX_MESH should be the same as the input order, but it might be
tricky to pick corresponding triangles out of the new mesh. Since this is
such a regular mesh, the vertex cache optimizers would make a small
difference; however, you would totally lose the order of the mesh.

What was the actual performance difference?

Tim

On Thu, Jan 27, 2011 at 10:28 PM, Jean-Sébastien Guay <
[email protected]> wrote:

> Hi again,
>
> Well, I've been able to change the 48 small triangle strips per geometry to
> a single DrawElements call, with naive code that just puts indices to
> replicate what the strip is doing, i.e. 0 1 2 1 2 3 2 3 4 etc.
>
> The result is a small but noticeable decrease in draw time. It's smaller
> than I would have thought. Perhaps there would be an even better way than
> the naive approach I'm using?
>
> I'm attaching the code, see the part starting at #define
> USE_TRIANGLE_STRIPS (which needs to be commented to use my changes).
>
> Thanks,
>
>
> J-S
> --
> ______________________________________________________
> Jean-Sebastien Guay    [email protected]
>                               http://www.cm-labs.com/
>                        http://whitestar02.webhop.org/
>
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>
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