On Nov 5, 4:29 pm, "Alex Holkner" <[EMAIL PROTECTED]> wrote:
> This advice is actually a little out of date -- modern cards _do_
> optimize quads
Do you have a reference for that? I don't recall seeing any mention of
optimised quad processing, and they used to be split into 2 triangles
since the hardware only rasterised triangles.

> and will render (indexed or unindexed) triangle lists
> faster than strips.
You may be right, but I was talking specifically about _indexed_
triangle strips (which both reduce bandwidth and utilise the cache).
However, stripifying typically increases the number of draw calls,
so...

> This is true if you're programming in C/C++, but the performance
> overhead of a foreign function call (from Python to OpenGL) usually
> far outweighs the cost of a state change, so they're equally
> inefficient.
I forgot about ctypes overhead - that should outweigh pretty much
every thing else.
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