Quote:
Originally Posted by warmi
Yeah, the only sane way of handling this setup is to transform vertices on the CPU and submit them with a single interleaved array.
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Actually that's an interesting point, is it that important to have the array interleaved? Currently for my model animation system I am setting the vertex pointer for each anim frame rather than copying over the data which is obviously quicker. This means my vertex, tex coords etc. are all separate pointers to the data. But I did stumble upon an article which said to keep your vertex data in a single struct for better performance. I take it that's what you mean by interleaved? But with the iPhone sharing it's RAM and not having to transfer data to any sort of "VRAM" would it really incur a penalty?
EDIT: Found the article
Interleaving Vertex Data which is where this is stated. Also for the OP who may want to look at transforming vertex data using matrices, another good article from the same site
Transformations and Matricies