I've finalised the VBO setup; it turned out that a single huge VBO was the most optimal path for rendering in all cases, so that's the way it is. A pity as the rotating buffers API I had written was genuinely lovely.
I'm going to commence moving the world over to it shortly and we should start seeing some genuine fireworks. Even the pre-VBO alpha release was already quite adept at chewing up large amounts of scenery, but this should raise it to another level again.
D3D VBOs are really nice in that they will also work perfectly without any code changes on machines that don't support them in hardware (like D3D vertex shaders actually; in fact - and aside from matrixes - D3D has probably got a far nicer vertex pipeline that OpenGL could ever dream of).
...And speaking of shaders...
Straight-up fact: if you have hardware that is shader model 2.0 capable you should be using r_hlsl 1 mode, unless you have a very specific problem that updating your drivers and your DirectX doesn't fix. This includes even if you find r_hlsl 0 to be faster in timedemos. In terms of correctness it's the best mode, and it will be the mode that receives the most support, love and affection from me going forwards.
Don't be too surprised to see the correctness of r_hlsl 0 mode becoming deprecated as time goes by, especially as I start reintegrating the sky/water/world paths.
Monday, January 11, 2010
Even more Vertex Buffer Joy/HLSL stuff
Posted by
mhquake
at
10:57 PM
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