[applied] Vertex cache optimization
Re: [applied] Vertex cache optimization
oh yes I had that snippet in my 1.7.3 version because I added it from trunk
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Re: [applied] Vertex cache optimization
No, I don't think drawing similarly textured vertices together would improve performance. Maybe I misunderstood you?REDDemon wrote:you have that method in mesh manipulator (should be present in irrlicht 1.7.3 and in last trunk).
have anyone tried to apply the algorithm for sort similiarly textured vertices? (similiar textcoordinates). in theory that should improve also performance.. or not?
Also, please post your numbers, if you've used it
Re: [applied] Vertex cache optimization
I was just asking.. In theory also textures are cached.
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Re: [applied] Vertex cache optimization
I'm not sure to understand your question but I think you are pointing the meshbuffer optimisation (one mesh buffer by texture and by the way prevent from switching textures over and over).REDDemon wrote:have anyone tried to apply the algorithm for sort similiarly textured vertices? (similiar textcoordinates). in theory that should improve also performance.. or not?
Because otherwise I don't think that same textcoordinates may apply to cache optimisation.
Re: [applied] Vertex cache optimization
No no i speaking about textcoordinates. Or is texture caching so fast that this don't really matters if optimized or not? that was just a question ^^
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Re: [applied] Vertex cache optimization
You can't reasonably affect the texture caches via vertex order, every gpu is different and draws pixels in its own groupings.
What you can do is have as large areas as possible using nearby pixels, this would help the texture cache.
What you can do is have as large areas as possible using nearby pixels, this would help the texture cache.
Re: [applied] Vertex cache optimization
ok thx
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