Hello!
I have a couple of questions regarding the nvidia VAR extension.
After reading Nvidia’s VertexArrayRange.pdf it seems that there’s a limit on the number of indices sent to the video card with a single draw elements call. The paper states that, “GeForce products require indices to not exceed 65535. If more indices are necessary, break the object into smaller parts.”
A very informative post states that the 65535 index limit also applies to vertices (sent using glVertexPointer).
I am attempting to render a heightfield with the VAR extension. If my heightfield is 512x512 in size can I safely assume that by allocating one large buffer of size (512^2 * 3 * sizeof(float)), assuming 3 floats per vertex, and then split into 4 buffer pointers, each sent independantly, will satisfy the Geforce?
Am I correct in assuming that ‘fencing’ is only needed for dynamic geometry?
Thanks for the time!
[This message has been edited by Cirrus (edited 11-07-2002).]