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------- Additional Comments From [EMAIL PROTECTED]  2006-09-24 14:39 -------
Roland says: "I'll understand it might have made sense originally, though only
if you can actually send your gpu per-vertex format data along with the 
vertices."

The format doesn't have to be specified explicitly.  For example, you can assign
a range of addresses to your command queue.  Color3f data goes to one (or three
consecutive) addresses, and is interpreted in one way.  Color4f data goes to a
different address (or consecutive addresses), and is interpreted in a different
way.  After conversion and insertion of defaults, it all gets queued up in a
common format.  The hardware logic to do all this is decently small.  If the
data transfer is implemented with DMA, it needn't pollute the CPU's cache, 
either.

Fine-grained immediate-mode is valuable for some apps (particularly those that
do substantial work other than graphics, so their data structures need to be
optimized for that other work rather than according to the whims of the graphics
API).  This was an advantage for OpenGL during the days when it was competing
with PEX (which, like D3D, was more oriented toward processing primitives in big
batches).

Even games want to work in finer-grained mode if possible; that's what the
"small batch problem" with DX9 is about.  So, I guess the bottom line is that I
agree it's harder to get good performance out of the fine-grained API than the
big batch API, but I think it's probably still worth some effort.

Allen          
     
     
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