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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