On 9/5/06, Igor Kravtchenko <[EMAIL PROTECTED]> wrote:

> 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.

Actually, this seems not true.
If you generate a plain good old sphere, you will approximatively have
twice more triangles than vertices.
In theory, that could give you 1 triangle per 0.5 transformed vertices.

With a tristrip, on the opposite, you couldn't achieve better than 1
triangle per transformed vertices
since you always introduce a new "uncached" vertex for each triangle.

Tri stripping does not stop using indexed primitives, you can still utilise the vertex cache by widing the tri strips around on themselves. 

For the case of the top of cone then a trifan is the ideal primitive to use, and a tristrip will certainly perform very badly, but for a sphere its different story.

I suppose you already know the link, but just in case of:
http://tomsdxfaq.blogspot.com/2005_12_01_tomsdxfaq_archive.html#113546436585770597

I hadn't read it, thanks for the link.

BTW, I'm not wedded to tri stripping, but I wouldn't be inclined to dismiss it as being something that is incompatible with tacking advatange of the vertex cache.

Robert.
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