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Nov 5 2009, 08:42 AM
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Member ![]() ![]() Group: Members Posts: 3 Joined: 19-January 09 Member No.: 7,282 |
hey folks,
I've got a little question. I'm using VBO and and IBO (GL_ELEMENT_ARRAY_BUFFER) and bind them. I found the glDrawRangeElements call quite nice since it allows me to store a single large index buffer per mesh und use differnet "views" to set up the material. Everything in my code is running fine, my question is performancewise. my call looks more or less like this glDrawRangeElements( GL_TRIANGLES,x1,x2,(GLsizei)pIdxBufferView->GetCount(),GL_UNSIGNED_INT,(GLvoid*)pIdxBufferView->GetStartIndex()*sizeof(uint32_t) ); I can see that x1 and x2 are valuable when not using VBO & IBO. Is there a performance hit when using x1=0 and x2 = GL_MAX_ELEMENTS_VERTICES (when using VBO&IBO)??? thanks a lot in advance zqueezy |
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