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#Actualmelbow

Posted 12 January 2013 - 01:15 AM

Thanks again Hodgman. I really appreciate how detailed yet concise your responses are. The only thing that is still not completely clear to me is the generation of RenderItems. Are they allocated each frame from a data cache (like what is described here http://docs.madewithmarmalade.com/native/api_reference/iwgxapidocumentation/iwgxapioverview/datacache.html )? And would a higher level object like a GLShader or GeometryPacket class then maintain their respective Commands? I am not seeing a way to to check for duplicate states by comparing pointers unless the Commands are maintained by global, shared resources, or I guess if Commands ARE global shared resources, but the first option seems cleaner.

Again, I really appreciate everyone's input on this thread, it has helped me a great deal.

#3melbow

Posted 12 January 2013 - 01:12 AM

Thanks again Hodgman. I really appreciate how detailed yet concise your responses are. The only thing that is still not completely clear to me is the generation of RenderItems. Are they allocated each frame from a data cache (like what is described here <a href='http://docs.madewithmarmalade.com/native/api_reference/iwgxapidocumentation/iwgxapioverview/datacache.html'>http://docs.madewithmarmalade.com/native/api_reference/iwgxapidocumentation/iwgxapioverview/datacache.html</a> )? And would a higher level object like a GLShader or GeometryPacket class then maintain their respective Commands? I am not seeing a way to to check for duplicate states by comparing pointers unless the Commands are maintained by global, shared resources, or I guess if Commands ARE global shared resources, but the first option seems cleaner.<br />
<br />
Again, I really appreciate everyone's input on this thread, it has helped me a great deal.

#2melbow

Posted 12 January 2013 - 01:11 AM

Thanks again Hodgman. I really appreciate how detailed yet concise your responses are. The only thing that is still not completely clear to me is the generation of RenderItems. Are they allocated each frame from a data cache (like what is described here http://docs.madewithmarmalade.com/native/api_reference/iwgxapidocumentation/iwgxapioverview/datacache.html ). And would a higher level object like a GLShader or GeometryPacket class then maintain their respective Commands? I am not seeing a way to to check for duplicate states by comparing pointers unless the Commands are maintained by global, shared resources, or I guess if Commands ARE global shared resources, but the first option seems cleaner.

Again, I really appreciate everyone's input on this thread, it has helped me a great deal.

#1melbow

Posted 11 January 2013 - 10:30 PM

Thanks again Hodgman. I really appreciate how detailed yet concise your responses are. The only thing that is still not completely clear to me is the generation of RenderItems. Are they allocated each frame from a data cache (like what is described here docs.madewithmarmalade.com/native/api_reference/iwgxapidocumentation/iwgxapioverview/datacache.html ). And would a higher level object like a GLShader or GeometryPacket class then maintain their respective Commands? I am not seeing a way to to check for duplicate states by comparing pointers unless the Commands are maintained by global, shared resources, or I guess if Commands ARE global shared resources, but the first option seems cleaner.

Again, I really appreciate everyone's input on this thread, it has helped me a great deal.

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