Hi,
yes I was aware of that thread (I'm on GDA too).
I'm not really interested indeed to have a tristrip but rather a geometry
that is just vertex cache friendly.
What pleased me with NVTriStrip is that it can leave plan triangles
list if required.
D3DX has two functionalities, one to optimize vertex cache being device
independent, one another method being device dependent.
The device independent seems to use a 12 cache entries.
I suppose the device dependent is more optimal though.
I've also studied the Tom Forsyth's method he explained and
that they used in Granny. Hoppe's method seems good but
more complex to implement.
Maybe I could merely use the D3DX device independent method
as an offline preprocess and resave our meshes.
Have to find something.
Thanks all,
Igor.
Smeenk, R.J.M. (Roland) wrote:
There's currently a discussion going on on the gdalgorithms list about
the usefulness of tristripping nowadays.
http://sourceforge.net/mailarchive/message.php?msg_id=36714138
The tendency is to don't bother with tristripping at all and purely
try to optimize for vertex cache usage. Preferably the vertex cache
optimization should be done independent of the target hardware vertex
cache size.
Here's a number of interesting links about optimizing for vertex cache.
Vertex cache optimization, NVidia, Summer Camp 1999
http://developer.nvidia.com/object/vertex_cache_opt.html
Universal Rendering Sequences for Transparent Vertex Caching of
Progressive Meshes
http://www.cs.technion.ac.il/~gotsman/caching/
<http://www.cs.technion.ac.il/%7Egotsman/caching/>]
Vertex cache optimisation, TomForsyth's blog Saturday, December 24, 2005
http://tomsdxfaq.blogspot.com
Optimization of mesh locality for transparent vertex caching,
HuguesHoppe, ACM SIGGRAPH 1999, 269-276
http://research.microsoft.com/%7Ehoppe/
Triangle Order Optimization for Graphics Hardware Computation Culling
http://pedrosander.com/publications/
kind regards,
Roland Smeenk
------------------------------------------------------------------------
*From:* [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] *On Behalf Of *Robert
Osfield
*Sent:* maandag 4 september 2006 20:33
*To:* osg users
*Subject:* Re: [osg-users] Geometry Stripifier
Hi Igor,
I moved across to Tanguy's code because it was faster, and more robust
and appeared at the time to provide just as efficient tristripping.
It is worth noting that when I originally moved the code across I was
getting good performance improvements with tri stripping, doing so
more recently, say last year/six months the results have been rather
mixed, sometimes faster, sometimes slower. I haven't had a chance to
investigate. It might be that I've just tested it on a wider range of
code, it could be that in fixing a bug we've inhiteched something
else, or it could simply be that OpenGL drivers and hardware have
changed and have a different set of senstivities w.r.t performance.
Robert.
On 9/4/06, *Igor Kravtchenko* <[EMAIL PROTECTED]
<mailto:[EMAIL PROTECTED]>> wrote:
Hi!
I had a look at the TriStrip visitor of osgUtil based on the Tanguy
Fautre's code and
I just wondered what kind of benefit it has over the NVTriStrip's
(NVidia) code.
Supposed to be more performant, faster?
Stop me if I'm wrong, but the Tanguy's code seems to generated
only tristrip
whereas the NVidia's code can stay in trilist if required.
Any remark is welcome,
Igor.
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