Hello all, I was wondering if someone might know the performance impact of culling back facing faces BEFORE they are sent to the graphics card...
Normally, people just send their geometry to the graphics card, and the graphics card can cull back facing faces... to improve performance for the rest of the hardware graphics pipeline. However, I am handling so much geometry, that I thought if I could cull back faces ahead of time, and then send only front facing faces, I could keep the bus less bogged transfeerring geometry, and thus further improve performance... thoughts? My thought is that the graphics card still has to transform ALL faces that are sent to it, before it can determine which are back facing. And then perhaps, by eliminating back facing faces, some processing is saved in texturing, lighting, etc. But by culling before geometry reaches the graphics card, the entire hardware graphics pipeline is spared the extra work. Ian =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".