DirectX: What are the (dis)advantages of multi-stream multi-index rendering?
Posted 20 November 2012 - 07:55 PM
Is it often used in graphics engines? When should I bother to implement it?
Also, I'm back guys, I've been off the forums for a while because I changed studies to pure mathematics instead of game dev because I want to do physics programming. But I still want to work on graphics as a side-skill Hai to reedbeta - thenut - rouncer - stainless - vilem otte
Posted 20 November 2012 - 08:43 PM
Posted 20 November 2012 - 09:09 PM
Then you have multiple SRV created from buffers that respresent the actual vertex data, those SRV get bound to the shader as buffers in HLSL, and you can acces them within HLSL with your indices.
Posted 20 November 2012 - 10:26 PM
Using multiple vertex streams can certainly be useful, e.g. for instancing, or for efficiency in different rendering passes (e.g. shadow map pass needs only positions, so you might keep the positions in a separate stream from everything else, improving cache hit rates for the shadow map pass). But I can't think of anything very interesting to do with multi-index rendering.
Posted 21 November 2012 - 01:58 AM
Posted 21 November 2012 - 02:52 AM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users