Timeline for OpenGL - Index buffers problem
Current License: CC BY-SA 3.0
8 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| May 1, 2014 at 12:30 | vote | accept | Geto | ||
| May 1, 2014 at 12:30 | answer | added | Geto | timeline score: 1 | |
| Apr 30, 2014 at 2:50 | history | tweeted | twitter.com/#!/StackGameDev/status/461336886884458496 | ||
| Apr 28, 2014 at 21:29 | comment | added | glampert | AFAIK you will have to duplicate some vertexes and store the data in a structured (interleaved) format. This is the optimal format for the GPU anyways. It is very cache efficient since the GPU works with all the attributes of a vertex when it is processing one. So it makes sense to keep them together. | |
| Apr 28, 2014 at 21:21 | answer | added | user30331 | timeline score: 4 | |
| Apr 28, 2014 at 19:24 | review | First posts | |||
| Apr 28, 2014 at 19:31 | |||||
| Apr 28, 2014 at 19:16 | comment | added | concept3d | related gamedev.stackexchange.com/questions/66401/… | |
| Apr 28, 2014 at 19:07 | history | asked | Geto | CC BY-SA 3.0 |