Advertisement

Latest renderqueue Activity

@juliean  Waited to reply to avoid the wrath of spam filter again. But this cleared everything up thanks very much!

10,872 views
Advertisement

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;
};
…
3,829 views

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…

7,382 views

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…

3,175 views

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 …

7,861 views
Advertisement
Advertisement