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There is some benefit of having the vertices indexed. As it is now, it duplicates the vertices, adding unnecessary overhead (and it's more than simply a vertex, it's also the normal, the texture coordinates, whatever).
OpenGL can deal with indexed stuff.
It ended it as it is now because I ported it from the ray tracing project, where it made sense to avoid the indexing complexity at the time when I implemented it.
As it's only a toy project, I'm not sure I'll do the change, but maybe later the code could be reused in some other project so it might be worth changing it.
The text was updated successfully, but these errors were encountered:
There is some benefit of having the vertices indexed. As it is now, it duplicates the vertices, adding unnecessary overhead (and it's more than simply a vertex, it's also the normal, the texture coordinates, whatever).
OpenGL can deal with indexed stuff.
It ended it as it is now because I ported it from the ray tracing project, where it made sense to avoid the indexing complexity at the time when I implemented it.
As it's only a toy project, I'm not sure I'll do the change, but maybe later the code could be reused in some other project so it might be worth changing it.
The text was updated successfully, but these errors were encountered: