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#Actualslarti

Posted 27 September 2012 - 02:26 PM

The same question was posted by somebody on stackoverflow recently. The top answer also seems to be an interesting suggestion, basically make sure that for any dependent texture reads, calculate the coordinates in the vertex shader rather than the fragment shader. This allows the GPU to optimize texture fetches in the fragment shader by caching etc.

http://stackoverflow...rociously-slow/

#1slarti

Posted 27 September 2012 - 01:52 PM

The same question was posted by somebody on stackoverflow recently. The top answer also seems to be an interesting suggestion.

http://stackoverflow.com/questions/12469990/simple-glsl-convolution-shader-is-atrociously-slow/

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