Re: Whats faster (and why) FAN/STRIP
- From: aku ankka <jukka@xxxxxxxxxxxx>
- Date: Wed, 31 Dec 2008 12:01:04 -0800 (PST)
On 31 joulu, 12:14, Turbo <nos...@xxxxxxxxx> wrote:
fungus wrote:
Yes, glDrawElements(GL_TRIANGLES) is the fastest way.
It's what graphics cards are optimized for.
This assertion is not valid for embebbed 3D accelerators (in particular
OpenGL ES 1.1), where strip and fan are a must (especially if the host
CPU does not have an FPU or if the 3D accelerator doesn't have a T&L unit).
The strip and fan were never a must, the accelerators did have a
vertex-to-cache index lookup circuit and even strips and fans were
most practical to implement using the same internal memory layout. The
only difference was how the vertex index was computed and passed to
the lookup circuit to get the internal memory index to use. So it was
mostly a front-end issue.
Regarding floating-point types, the OGLES 1.x as you are well aware
did have the fixed type. The problem with the platforms these embedded
graphics cores were integrated was that the host CPU didn't usually
have floating-point unit. If you could assume that such unit was
available there wouldn't have been so much pressure to implement
something similar in the graphics core.
So in the end floating-point was more or less something that you had
to have or closing a deal with the customer was a difficult process.
If you did try to support float path w/o hardware, you had to more or
less emulate floating-point since with fixed types your range is
limited. That's slow, so either you convince the customer that they
want to use fixed or add the float support. At this point we all know
which was easier. =)
.
- References:
- Whats faster (and why) FAN/STRIP
- From: Chris Forone
- Re: Whats faster (and why) FAN/STRIP
- From: fungus
- Re: Whats faster (and why) FAN/STRIP
- From: Chris Forone
- Re: Whats faster (and why) FAN/STRIP
- From: fungus
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- From: Turbo
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