RE: Tri-Strips length

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From: Tom Flynn (flynnt++at++cthulhu.engr.sgi.com)
Date: 05/30/2000 14:46:24


On Tue, 30 May 2000, Sylvain Mayer wrote:

> Interesting... and how about nVidia h/w? (or the new SGI box?)

Multiples of 8 and definately the longer the better.
Also, for best performance, you'll wanna setup your Xserver for 16bpp and
you'll want to use display lists or vertex arrays or both (both is best).
-tom

>
> regards, Sylvain
> ________________________________________
> Sylvain Mayer, 3D Graphics Developer
> Graphics Simulation Technology
> Display Eng. & Special Projects
> CAE Electronics Ltd. (http://www.cae.ca)
> mailto:mayer++at++cae.ca
> Tel: (514) 341-6780 Ext.: 3065
> Fax: (514) 734-5618
>
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>
> > -----Original Message-----
> > From: Angus Dorbie [mailto:dorbie++at++sgi.com]
> > Sent: Tuesday, May 30, 2000 12:55 PM
> > To: Yoram Shahak
> > Cc: info-performer++at++sgi.com
> > Subject: Re: Tri-Strips length
> >
> >
> > Yoram Shahak wrote:
> > >
> > > Hi everyone ,
> > >
> > > :o)
> > >
> > > What are the thumb rules concerning tri-strip length, when optimizing
> > > performance ?
> > >
> > > Is "The longer strips the better" a good rule ?
> > >
> >
> > Yes, although multiples of 6 are the sweet spot on Infinite
> > Reality. And
> > multiples of 8 on Reality Engine2.
> >
> > Cheers,Angus.
> >
> > --
> > For Performer+OpenGL tutorials http://www.dorbie.com/
> >
> > "In the middle of difficulty lies opportunity."
> > --Albert Einstein
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