...like how much vertex reuse there is. But really, guessing at performance is the most amateur mistake, so just measure it.
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Yes, although if you measure it, the results could depend on what hardware you use. Using indices will basically always save vertex shader
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Replying to @nothings @steverockan and
work, though, so I just use indices and don't measure and if that costs performance, oh well. (PS: in OpenGL/Vulkan(?) use unindexed quads.)
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Replying to @nothings @hamish_todd
it will save vertex work due to reuse?
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Replying to @nothings @hamish_todd
what about bandwidth cost of loading indices?
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Replying to @steverockan @hamish_todd
I'm just saying the _vertex_shader_ work can never be worse. Reread my previous tweets ("if that costs perf...")
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(If you *really* want to optimize bandwidth, repack all your vertex data to smaller fixed-point encodings, load integers and unpack in VS.)
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((I do this in my various voxel renderers, including stb_voxel_render.))
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Replying to @nothings @hamish_todd
ah got it. i'll have to check that out!
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Indexes also let you use primitive restart, so that's another path you can test if you really care about performance (tristrip with restart)
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