Re: [Crystal-cvs] SF.net SVN: crystal:[38861] CS/trunk/plugins/engine/3d/engine.h

res <[email protected]>
Newsgroups gmane.comp.graphics.crystalspace.devel
Message-ID <[email protected]>
On 30.08.2012 21:30, Matthieu Kraus wrote:
> Well, sorting is done, anyway.
> Sorting F2B isn't much more expensive than the normal sorting, but can  
> help refusing more fragments on the GPU when no depth-only pass is  
> performed.

The benefit of performing sorting by material (or rather, shader) is
that it reduces shader program switches. Whether that makes a difference
depends on whether a scene contains a lot of shader variations or not.

> ideally it'd be possible for the RM to pick a default, but that seemed  
> a lot more complicated and somewhat unnecessary given the difference  
> seems negligible on CPU bound systems (or well, at least on weltall's  
> laptop :P).

As sorting increases with the number of meshes... how many were in the
test scenes?
Note that doing distance-based sorting by default is probably not a step
towards getting un-CPU-bound.

-f.r.

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