a_noob
Joined: 17 Sep 2006 Posts: 97 Location: _start: jr 0xDEADBEEF
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Posted: Mon Aug 18, 2008 3:38 pm Post subject: Seperated Vertex data (GE implementation) |
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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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