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On Thu, Mar 16, 2006 at 03:35:18PM +0100, Framework Studios: Hugo wrote:
> Also it seems logical for a 3D API to be faster when using float-s
> in stead of double-s because twice the data can be pushed to the GPU
> with the same bandwidth / stored in VRAM. Isn't this the same for
> OpenGL?

There's about two dozen variations of the glVertex() function.  If you
want to submit your coordinates to OpenGL as single-precision rather
than double-precision, the API allows for it (likewise regular and
short integers).  Granted, whether the data actually reaches the GPU
without being converted to some other type internally depends on the
implementation.

I don't know enough about Direct3D to say whether it works similarly,
or if it instead just expects floats everywhere.

                                                  -Dave Dodge