VBO support for non-triangles

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hendu
Posts: 2600
Joined: Sat Dec 18, 2010 12:53 pm

VBO support for non-triangles

Post by hendu »

https://sourceforge.net/tracker/?func=d ... tid=540678

This adds support for using non-triangle mesh buffers with driver->drawMeshBuffer, and consequently VBOs.

Given the freeze of 1.8 and the huge coming change, I don't see much sense in rebasing the patch for 1.8 at this time. It's against 1.7.
It's also slightly limited (hardcoded triangles for CDynamicMeshBuffer - that is used only in terrain, ply, and irr meshes; and only OpenGL support).

Just making sure the code is out there ;)


--

In one bench using point sprites, moving from arrays to VBOs gave 24% more FPS.
hendu
Posts: 2600
Joined: Sat Dec 18, 2010 12:53 pm

Re: VBO support for non-triangles

Post by hendu »

Also now seems we're converting from indexCount to primitiveCount and then back ;) As far as I see the only use for the prim count is the CNullDriver counter, often used in the title bar in the examples.
hendu
Posts: 2600
Joined: Sat Dec 18, 2010 12:53 pm

Re: VBO support for non-triangles

Post by hendu »

The patch had broken skinned meshes, fix for that is attached to the ticket.
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