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Vertexcache optimization PDF Print
Written by Matthias Mann   
This is a java code snippet that can be used to optimize geometry for GPUs.

It's based on the paper Linear-Speed Vertex Cache Optimisation from Tom Forsynth.

My implementation is just a straight forward implementation which has a O(nē) runtime performance. Futher optimisations are left for the experienced reader.

The source code can be downloaded as reference (MIT license) - it is an extract from the worldscape engine. I removed all dependencies on other worldscape code. I'm not even sure if it compiles right out of the archive - but it should give you a base to build something useful with it.

If you found a way to improve the performance I would be thankful if you publish your enhancements and drop me an email.

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Last Updated ( Wednesday, 30 May 2007 )
 
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