Re: GPipe: Binding textures to geometry
Achim Schneider <[email protected]> Tue, 9 Mar 2010 20:55:42 +0100
| Newsgroups | gmane.comp.lang.haskell.hopengl |
|---|---|
| Message-ID | <20100309205542.71cf64b5@solaris> |
Tobias Bexelius <[email protected]> wrote: > I'm guessing you're trying to have different pictures on each side of > the example cube? You could use a Texture3D and have an extra depth > component for each uv-coordinate. > I'm rendering Glyphs, so I have a significant amount of small textures (say, a hundred), replicated over properly positioned, orthogonal projected geometry. My concern is that using a Texture3D (or tiled Texture2D) would boycott performance by forcing construction of a new texture way more often than necessary (as I can't pre-construct the whole unicode range and the needed glyph set will change over time), but I admittedly don't have the numbers to back that up. I'm going to investigate. > But you could also pair up each side with a separate texture as your > doing now, and it will still only use one shader (but different > sampler uniforms). For best performance however, you should put all > six sides in a single 2D image and reference into this > "texture-atlas". > From my current understanding of GPipe, using a chain of paint* invocations invokes multiple full-screen render passes, am I correct? In practice, rendering a single "H" reports frame times of mostly around 1.5ms, some 5ms and a few 20-30ms. rendering "Hello, World" takes about 20ms, and a-zA-Z0-9 a full 80ms, a thousand 'x's 1.3 seconds, spending 81% of the time in alpha-blended paintColor -- (c) this sig last receiving data processing entity. Inspect headers for copyright history. All rights reserved. Copying, hiring, renting, performance and/or quoting of this signature prohibited.