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Question by Sumaccamus · May 05, 2015 at 02:50 AM · verticesprocedural mesh

Performance increase by unused Vertices?

Hey everyone,

I'm having a procedural mesh (for lod-terrain), i can't explain my whole code.. so to just make it simple: i won't recalculate submesh-tris after every change lod focus and this would be possible with some "reserve verts".

Now my question is, how unused verts effect the performance. are they used at all or just stored in mesh?

cheerio, sumaccamus

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Answer by Owen-Reynolds · May 05, 2015 at 03:43 PM

Yes, but probably not by much.

They still count as being part of the model. So, the graphics card still computes the position of each vertex, each frame, since that step is always first. But, AFAIK, the tris / fragmentShader, take most of the time, and unused verts won't affect that at all.

And, of course, just having them at all takes longer to send, and hogs up a tiny extra bit of GPU memory.

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avatar image Sumaccamus · May 06, 2015 at 07:48 AM 0
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This was really helpful and makes things much easier. well the time the graphics card takes to calculate the positions is probably less than recalculate each tris after removing or adding some verts.

Thanks for your answer :D

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