glDrawElements with GL_UNSIGNED_BYTE

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    Hi there,

    In order to reduce the vertex bandwidth in our title, I check to see if the number of indices in a vertex buffer is < 256. If so, I create a VBO with byte indices.

    When it comes to rendering, I check the number of indices, if < 256 I use:

    glDrawElements(GL_TRIANGLES,n,GL_UNSIGNED_BYTE, 0);

    otherwise I use:

    glDrawElements(GL_TRIANGLES,n,GL_UNSIGNED_SHORT, 0);

    This reduction of bandwidth actually reduces my framerate by about 5%! 🙁

    Are the byte elements getting converted to shorts in the driver or something?

    Thanks,

    Steve.

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