by RapchikProgrammer » Jan 17, 2010 @ 6:26am
Hey, now a few questions.. firstly i fail to understand why this should help.. the only thing that this improves is the precision of the texture coordinates, and i have the same precision using shorts because i assign textures in -32767 and 32767 and translate and scale the matrix to get the same precision.. and just so you know it didnt help, even using floating point texture coords didnt help..
now another question, i have my own routines to render the code but nothing very fancy.. now the thing is, as far as i was using shorts for texture coords i could use vbo's on my n95 just fine.. but as soon as i use 4 byte data types, fixed/float my vbo overflows.. i have to render manually without vbos due to that, any clue why this might be happening? i thought when the space on the gpu fills up it pages the data on to ram..
any help would be appreciated, thanks..