   List   vs.   Strip
  I've only got a simple queastion:What is better/faster? A Triangle Strip or a Triangle List?   
  These days, there's very little performance difference between them, and the need for degenerate triangles or restarts which triangle strips have in most circumstances gives the convenience edge to triangle lists.   ;  Unfortunately there's no simple answer to that.Strip usually means that less vertices need to be transformed, and less data needs to be sent to the GPU. This can have significant performance benefits on older platforms.On modern platforms you won't see any significant difference, if any at all, because they have a post transform cache (vertices need to be in a cache friendly order to benefit the most from the cache, obviously). Secondly, (a little) more data transfer doesn't matter, because the vertex buffer usually resides in local memory anyways. Finally, in practice, pixel shading eats way more performance than vertex shading, so it's better to optimize there.However, if you already have a triangle stripper handy, go for it, especially if your platform supports restart indices. Otherwise, don't bother unless you're on an old platform (like Wii) _and_ render a lot of geometry.;For future reference, this post goes into some more detail on the issue, specifically in relation to vertex caching:Quote:Strips are obsolete - they are optimising for hardware that no longer exists. Indexed vertex caches are much better at this than non-indexed strips, and the hardware is totally ubiquitous. That said, like Rattenhirn pointed out this choice is not quite the pinacle of optimization anymore. If your data happens to be more conveniently rendered using strips, go for it.;  I tend to go for index triangle lists in strip format; it requires more index data but no more vertex data over a triangle strip and comes with all the advantages of both methods.   ;  Thanks for all your replays! What are indexed triangle lists in strip format?   