Timeline for Using 16 bit index buffers - USHORT vs UINT
Current License: CC BY-SA 3.0
14 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Sep 1, 2011 at 0:21 | comment | added | Adam | You can have 64k triangles with a 16-bit index buffer - just use a triangle strip instead of a triangle list. | |
| Aug 31, 2011 at 18:23 | vote | accept | bobobobo | ||
| Aug 31, 2011 at 18:23 | vote | accept | bobobobo | ||
| Aug 31, 2011 at 18:23 | |||||
| Aug 31, 2011 at 18:23 | vote | accept | bobobobo | ||
| Aug 31, 2011 at 18:23 | |||||
| Aug 31, 2011 at 15:47 | answer | added | Pablo Ariel | timeline score: 10 | |
| Aug 31, 2011 at 0:12 | comment | added | Justicle | Bandwidth is important too. 4mb saved is 4mb less to upload to GPU memory. How often you actually do this is up to you. | |
| Aug 30, 2011 at 19:44 | comment | added | aaaaaaaaaaaa | @thedaian, as far as I can tell, your figure is off by a factor of 10^8. 100 * 40 kB makes 4 MB. In any case, I'd be more worried about dealing with 2 million triangles in general. 20k is a lot for most models, you can get very far with 1k and a good bump map. | |
| Aug 30, 2011 at 19:29 | comment | added | thedaian | Expanded my previous comment into an answer. | |
| Aug 30, 2011 at 19:28 | answer | added | thedaian | timeline score: 5 | |
| Aug 30, 2011 at 19:13 | answer | added | Maximus Minimus | timeline score: 4 | |
| Aug 30, 2011 at 18:52 | comment | added | user744 | @thedaian: That is an answer. | |
| Aug 30, 2011 at 18:38 | history | tweeted | twitter.com/#!/StackGameDev/status/108609452663521280 | ||
| Aug 30, 2011 at 18:36 | comment | added | thedaian | If you're loading 100 such models, that's a savings of 40 mB of memory saved. In certain situations, it's worth it to save as much memory as possible (though it's all game dependent, and for 90% of projects, not really worth it) | |
| Aug 30, 2011 at 18:20 | history | asked | bobobobo | CC BY-SA 3.0 |