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glVertexAttribPointer() normalized byte[3] is much slower than float[3]

Question asked by realhet on Aug 6, 2015
Latest reply on Aug 7, 2015 by realhet



I ran into a weird problem: I want to compress my normal vectors, so I converted them to signed bytes from floats.

It turned out that the FPS slows down insanely (7FPS instead of 42) when I use char[3] instead of float[3] data type.

I also tested the same thing with ANGLE project. In Direct3D the same thing works correctly: I got the same FPS with reduced memory usage.


I do it with VBO's. What do I do wrong? o.O

Is the GL_BYTE, tupleSize:3, Normalized=true thing bad on OpenGL? If so, is there a solution to this?


Thank You!