Originally posted by ir6666:
This is something else i dont understand. Why isnt it possible to store the static parts of the geometry (eg texture coords) in videomemory, and the dynamic ones in AGP mem? In Direct3D the api makes it possible (i think), but ofcourse that depends on what the driver does with the hints. Is this a limitation of the GeForce chip or is it a limitation of the NV_VERTEX_ARRAY_RANGE extension?
And wont interleaving array data in AGP mem kill the vertex write speed to AGP mem?