I’m running on a geforce3 ti200, athlon xp, DDR memory, windows 98.
I’ve replaced all my odinary vertex/normal/texcoord arrays by interleaved arrays. I was expecting to improve the rendering speed.
In some cases, I’ve gotten exactly the same speed; in some other cases, I’ve gotten 1 or 2% less speed (can’t be totally sure of this, the exact viewpoint was not easy to reproduce). Formats were GL_T2F_N3F_V3F and GL_C4UB_V3F. Modes were GL_TRIANGLE_STRIP, GL_TRIANGLES, GL_POINTS.
I’d like to know if that could be fixed in a future version of the nvidia drivers, or if it’s inherent to the geforce3 architecture. In the latter case, are there other hardwares on which interleaved arrays are faster ? Or are interleaved arrays a wholly useless thing ?
Thanks for any advice !
[This message has been edited by Morglum (edited 07-09-2002).]