04-25-2018, 02:22 PM
Why am I doing shader setups and renders on a per model basis?
Yes indeed....why am I
For those who still don't get it, that's a HUUUGE clue to some potentially impressive optimization options.
Still need a hint? Remember the less you communicate with the GPU at run time the better, but there's no harm in spending time during a game init setting important (slow) things up.
Yes indeed....why am I
For those who still don't get it, that's a HUUUGE clue to some potentially impressive optimization options.
Still need a hint? Remember the less you communicate with the GPU at run time the better, but there's no harm in spending time during a game init setting important (slow) things up.
Brian Beuken
Lecturer in Game Programming at Breda University of Applied Sciences.
Author of The Fundamentals of C/C++ Game Programming: Using Target-based Development on SBC's
Lecturer in Game Programming at Breda University of Applied Sciences.
Author of The Fundamentals of C/C++ Game Programming: Using Target-based Development on SBC's