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Old 07-01-03, 06:37 PM   #4
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Join Date: Jul 2003
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Default GL_ARB_vertex_buffer_object

Based on some DirectX restrictions on that hardware, I think it might be worth trying interleaving all your vertex data (you can use the stride parameter to gl*Pointer to do this, no need to use glInterleavedArrays) in a single vertex buffer object, and make sure the buffer object contains fewer than 64k vertices -- and use unsigned short indices instead of unsigned int. If your geometry is bigger than this, split it into multiple vertex buffers and multiple glDrawRangeElements calls.

Just some things to try ... HTH. Good luck.
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