Warshade
10-19-2008, 11:02 AM
VBO related
1.a)
Assuming a static VBO with 1:n (Update:Draw) ratio, What is the ideal byte count for a Vertex struct? It is mentioned in old documentation that 16 bytes is sort of the holy grail, but I'm looking for the block size that DirectX10-alike GPUs do read.
1.b)
Is it a good idea to create a simplified copy of a mesh which only contains vertex position and padding, for the purpose of rendering to a shadow map? I've been told this would be a good optimization, but kinda doubt that this has any noticable impact for low-poly meshes.
1.c)
Also I'd like to hear if anyone has spent some serious time investigating the use of Quaternions instead of passing Normal/Tangents as vertex attributes. Is this a good tradeoff, or not worth looking into?
FBO related
2.a)
Assume a scenario where you want to use 2 shadow maps, so one can be read from while the second is already written to again. Is it preferable to use 2 separate FBO with 1 attachment each, or use 1 FBO and switching between drawbuffers?
2.b)
Is there any other difference between using a Texture or a Renderbuffer as FBO Attachment other than that Renderbuffers cannot have mipmaps and are limited to be 2D? Unfortunately there's a user on these forums named Renderbuffer and searching for topics regarding this yields mostly posts completely unrelated to FBO.
Thanks!
1.a)
Assuming a static VBO with 1:n (Update:Draw) ratio, What is the ideal byte count for a Vertex struct? It is mentioned in old documentation that 16 bytes is sort of the holy grail, but I'm looking for the block size that DirectX10-alike GPUs do read.
1.b)
Is it a good idea to create a simplified copy of a mesh which only contains vertex position and padding, for the purpose of rendering to a shadow map? I've been told this would be a good optimization, but kinda doubt that this has any noticable impact for low-poly meshes.
1.c)
Also I'd like to hear if anyone has spent some serious time investigating the use of Quaternions instead of passing Normal/Tangents as vertex attributes. Is this a good tradeoff, or not worth looking into?
FBO related
2.a)
Assume a scenario where you want to use 2 shadow maps, so one can be read from while the second is already written to again. Is it preferable to use 2 separate FBO with 1 attachment each, or use 1 FBO and switching between drawbuffers?
2.b)
Is there any other difference between using a Texture or a Renderbuffer as FBO Attachment other than that Renderbuffers cannot have mipmaps and are limited to be 2D? Unfortunately there's a user on these forums named Renderbuffer and searching for topics regarding this yields mostly posts completely unrelated to FBO.
Thanks!