Hi Igor,


On 9/5/06, Igor Kravtchenko <[EMAIL PROTECTED]> wrote:
yes indeed, but the OSG tri stripper always outputs tristrip and not
just plain good old triangles list.

It does generated index tri strip lists though, and as sets of tri strips that are too short are placed into index triangle lists.

The only gain from only using indexed triangle list could be from the larger batching that you can achieve i.e you can use a  single  draw elements call rather than  multiple  draw elements calls required for seperate tri strips.

Although not implemented, there is also the possibility of using repeated indices to create zero area triangles, these could then act to join together tri strips to allow them to be sent as a single tri strip primitive.   You should be able to use less indices than you need be sending all triangles down so I wouldn have though tri strips will still have a performance gain over index triangles, unless those zero area triangles clog up the triangle setup part of the GPU.
 
About the cache size, unfortunately GL nor D3D doesn't provide this
information (in D3D it's just
some kind of super secret information you don't have access to).

Maybe free Linux drivers do (as we have access to the source source)?
Do not know here and would have to investigate this

The best guide is the docs from ATI and NVidia.  There isn't any runtime querry unfortunately.  Perhaps you might be able to write a test to see what the performance characteristics are like, but personally I think a database of GPU to cache size might be the easist.

Robert.
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