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Re: Configuring vertex arrays for maximal performance



The GL folks have told me before that there should be vanishingly small differences between glInterleavedArrays and setting up your own vertex pointers and the later approach allows you to set up what ever pixel format you want.

If you are looking for the best performance, you'll want to look at the GL_APPLE_vertex_array_range extension (and possibly several of the other extensions depending upon what your actual case is). This lets the hardware asynchronously process the vertices and avoids an extra copy in the driver.

-tim


On Tuesday, December 31, 2002, at 03:35 PM, Pierre-Olivier Latour wrote:
Say I want to draw a bunch of vertices with the following info, which method
gives the best performance?

Info:
2 texture coordinates in float
4 color components in float
3 point coordinates in float

Either enabling separately each required array or calling
glInterleavedArrays with GL_T2F_C4F_N3F_V3F and passing dummy normal data?
Unfortunately for me, there is no GL_T2F_C4F_V3F :(
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References: 
 >Configuring vertex arrays for maximal performance (From: Pierre-Olivier Latour <email@hidden>)



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