Over the next few posts I’d like to write about optimizing mesh data for run-time performance (i.e. producing vertex/index buffers that accurately represent the source model and are as fast to render for GPU as possible).| zeux.io
Quaternions should probably be your first choice as far as representing rotations goes. They take less space than matrices (this is important since programs are increasingly more memory bound); they’re similar in terms of performance of basic operations (slower for some, faster for others); they are much faster to normalize which is frequently necessary to combat accumulating error; and finally they’re way easier to interpolate. In this post we’ll focus on interpolation.| zeux.io