Quad Performance Hit
by T. John Laird · in Technical Issues · 02/02/2008 (7:52 pm) · 2 replies
How much (if any) of a performance hit do you get when you draw both quads and triangles? The reason I'm asking is that I'm going to make a screensaver to teach myself OpenGL and it would be much less tedious to code if I used both quads and triangles instead of just triangles.
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#2
02/03/2008 (8:00 am)
The biggest speed boost is from indexed primitives that have good vertex cache usage. The number of primitives, and the type of primitives, is not nearly as important (anymore) as it is that they are indexed, and indexed in a reasonable order.
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