Fitz
09-20-2006, 06:09 PM
Reading Nvidia documentation is says you should use the smallest possible data type to represent vertex attributes so that is what I did... sadly I have found using BYTE(signed or unsigned) or UNSIGNED SHORT seems to run at half speed.
I am working on terrain rendering and when I use signed shorts for the X/Z position of the data I get about 2x the performance of using unsigned shorts, this is with glVertexAttribPointer calls as glVertexPointer only uses signed.
Now I would greatly prefer to use unsigned data as all my values are positive... does anyone know why this speed difference exists? I wasted days trying to figure out why my app was so slow only to find it was just because I was using bytes and unsigned values...
I am using a geforce 6800 btw.
I am working on terrain rendering and when I use signed shorts for the X/Z position of the data I get about 2x the performance of using unsigned shorts, this is with glVertexAttribPointer calls as glVertexPointer only uses signed.
Now I would greatly prefer to use unsigned data as all my values are positive... does anyone know why this speed difference exists? I wasted days trying to figure out why my app was so slow only to find it was just because I was using bytes and unsigned values...
I am using a geforce 6800 btw.