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Objects in a render pass should be ordered in such a way that they don't require expensive state switches. We can minimize the changes by clever ordering of objects by
render target
shader program
texture bindings
vertex format
uniform buffer bindings
vertex bindings
uniform updates
Sorting should happen on-the-fly, i.e. during insertion/removal of new renderables to a render pass.
There is an overview from this talk that shows the estimated cost for each switch:
The text was updated successfully, but these errors were encountered:
probably each thing just has a priority and we use our heap to get elements one after the other. but it gets trickier due do the dependencies between these actions.
Objects in a render pass should be ordered in such a way that they don't require expensive state switches. We can minimize the changes by clever ordering of objects by
Sorting should happen on-the-fly, i.e. during insertion/removal of new renderables to a render pass.
There is an overview from this talk that shows the estimated cost for each switch:
The text was updated successfully, but these errors were encountered: