Does striping help in VBOs or hamper development?

When using VBO OpenGL, you can alternate your data

You can even alternate vertex data with other data that is used, for example, for the processor, and not for the GPU.

Does interlacing help or make it difficult to work on a discrete and integrated graphics?

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2 answers

General answer: this usually helps, but this is not always the case.

For example, if you only perform a z-pass at first to reduce the fill rate, then having all other alternating attributes will only strengthen the cache by pulling unused data. In this case, the interleaving of everything except positions can make sense. Or you can have two vertex arrays, one with each attribute and one with only positions.

I tend to alternate everything, if I have no reason not to do this.

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I don’t remember the exact numbers, but on the Intel chipset this slightly increased the frame rate, possibly by 10%. The data contained vertices, tekscodes and normals.

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Source: https://habr.com/ru/post/1335031/


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