Latest renderqueue Activity
@juliean Waited to reply to avoid the wrath of spam filter again. But this cleared everything up thanks very much!
So render queues sort objects in a way as to minimize the amount of state changes. Say each object has a shader, texture and vbo associated with it. And say we sort the objects to draw based on these three parameters.
struct Object {
//
Shader* shader;
Texture* texture;
Vbo* vbo;
};
…
cozzie said:
Hi. This article has been there for a while, but imho the core concept still stands: https://realtimecollisiondetection.net/blog/?p=86
Yes, this is good article, but what about sorting and culling for instanced(grass, bushes, trees) objects ? It can reduce performance. I think should con…
Hello GameDev.net,
This is going to be a comprehensive question and I don't expect a single person to be able or have the time to answer the whole thing. Rather, I would appreciate if the community can chime in on parts that they know and so that this can be used to collect information on creating a…
I'll need a bit to understand all that (very tired atm) but thanks. I see the merit of the suggestion.
I see how adding the batching phase between the sort and the render could help, supposedly this is where I would take advantage of instancing as well right?
As for indirect drawing... Sadly I never …