Your Resident Beardy Bear
^^^So what are macros, and how do they relate to the bandwidth of the memory?
memcpy). Such a GPU might have a bandwidth of around 320 [url=http://http://www.openglsuperbible.com/2014/01/24/memory-bandwidth-and-vertices/#note-194-1][sup]1[/sup][/url] GB/s. That kind of vertex rate would consume more than 40% of the GPU’s total memory bandwidth. Clearly, if we blast the graphics pipeline with enough raw vertex data, we’re going to be sacrificing a substantial proportion of our memory bandwidth to vertex data. So, what should we do about this? Optimization[/b] Well, first, we should evaluate whether such a ridiculous amount of vertex data is really necessary for our application. Again, if each vertex produces a single pixel point, 4 vertices per clock at 1 GHz is enough to fill a 1080p screen at 2000 frames per second. Even at 4K (3840 * 2160), that’s still enough single points to produce 480 frames per second. You don’t need that. Really, you don’t. However, if you decide that yes, actually, you do, then there are a few tricks you can use to mitigate this. [*]Use indexed triangles (either [code]GL_TRIANGLE_STRIP or GL_TRIANGLES