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Seperated Vertex data (GE implementation)

 
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a_noob



Joined: 17 Sep 2006
Posts: 97
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PostPosted: Mon Aug 18, 2008 3:38 pm    Post subject: Seperated Vertex data (GE implementation) Reply with quote

Ok well, I know guDrawArrays uses a tightly packed struct for rendering vertices/meshes I was however wondering if/how the GE interprets the data, does the GE take the vertex type and jump around in the data only snagging the co-ords then jump thorugh and do lighting etc? Or is it all interpreted inline? I may be wrong but I heard that it jumps though the data extracting each part at a time, so I was wondering if it was possible to create a feasible implementation of an opengl like drawArrays/client states. I ask, since IMO this allows for easier implementation of dynamic mesh data/types and it also allows for an easier time in cross platform development.

So basically Im asking How is a vertex list interpreted, and how/is it reasonable to split vertex data.
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a_noob



Joined: 17 Sep 2006
Posts: 97
Location: _start: jr 0xDEADBEEF

PostPosted: Wed Aug 20, 2008 12:24 am    Post subject: BUMP Reply with quote

BUMP, I would like to find out if this is plausable.
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