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  Vertex buffers vs immediate mode  (Read 585 times)
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Offline Vorax

Senior Member


Projects: 1


System shutting down in 5..4..3...


« Posted 2005-02-06 19:09:07 »

I am wondering if anyone has some metrics or even a general guide as to when the use of vertex buffers outweighs immediate mode drawing for performance.

I have a mix of static and dynamic objects.  The dynamic objects vertices are calculated very often (30-60 time/sec), immediate mode is giving me the best performance (none of them will have huge vertex  counts).  Though this suprised me a bit, I figured the JNI overhead would mean buffers would always win, but they are about 5% slower (not sure why, it may be my video card).  

The static objects are the ones I am concerned about.  With very large objects buffers is winning hands down (say over 300k verts) with gains of 15-20 fps over immediate mode rendering.  But for smaller static objects (< 50k) they seem about the same.  (ARB buffers)

Basically, what I am asking is:  What would be a good number (in vertices) to use as a guidelne for using vertex buffers over immediate mode?

Offline whome

Junior Member




Carte Noir Java


« Reply #1 - Posted 2005-02-07 12:51:02 »

Delphi3d.net site has a nice transwer.zip example (delphi source and .exe) to benchmark various vertext arrays and immediate modes.
http://www.delphi3d.net/listfiles.php?category=5
http://www.delphi3d.net/download/transfer.zip
Offline Vorax

Senior Member


Projects: 1


System shutting down in 5..4..3...


« Reply #2 - Posted 2005-02-07 14:20:49 »

Thanks!

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