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. ------------------------------------------------------------------------------ Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ _______________________________________________ Crystal-develop mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-develop
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