Jump to content

  • Log In with Google      Sign In   
  • Create Account


#ActualTournicoti

Posted 28 March 2013 - 01:07 PM

Hello

 

(About opaque geometry)

 

Depending on your scene, sorting opaque geometry in order to avoid pixel overwrites not always results in a gain in performances. Even worse, sorting and then drawing can be slower that directly drawing, without sorting. And if you use a deferred rendering technique, lights, shadows, ... calculations would not be concerned by this, only the g-buffer generation would.

 

(I tried exactly what you describe, and realized afterwards that not sorting opaque geometry and let the z-buffer doing its job was a better choice in my case !)

 

FWIW smile.png


#4Tournicoti

Posted 28 March 2013 - 12:36 PM

Hello

 

(About opaque geometry)

 

Depending on your scene, sorting opaque geometry in order to avoid pixel overwrites not always results in a gain in performances. Even worse, sorting and then drawing can be slower that directly drawing, without sorting. And if you use a deferred rendering technique, lights, shadows, ... calculations would not be concerned by this, only the g-buffer generation would.

 

(I tried exactly what you describe, and realized afterwards that not sorting opaque geometry was a better choice in my case !)

 

FWIW smile.png


#3Tournicoti

Posted 28 March 2013 - 12:05 PM

Hello

 

(About opaque geometry)

 

Depending on your scene, sorting opaque geometry in order to avoid pixel overwrites not always results in a gain in performances. Even worse, sorting and then drawing can be slower that directly drawing, without sorting. And if you use a deferred rendering, lights, shadows, ... calculations would not be concerned by this, only the g-buffer generation would.

 

(I tried exactly what you describe, and realized afterwards that not sorting opaque geometry was a better choice in my case !)

 

FWIW smile.png 


#2Tournicoti

Posted 28 March 2013 - 01:17 AM

Hello

Depending on your scene, sorting opaque geometry in order to avoid pixel overwrites not always results in a gain in performances. Even worse, the time taken by the sorting can be greater than let the geometry unsorted and let the z buffer doing its job.

 

(I tried exactly what you describe, and realize afterwards that not sorting opaque geometry was faster in my case!)


#1Tournicoti

Posted 28 March 2013 - 01:08 AM

Hello

Depending on your scene, sorting opaque geometry in order to avoid pixel overwrites not always results in a gain in performances. Even worse, the time taken by the sorting can be greater than let the geometry unsorted and let the z buffer doing its job.

 

(I tried exactly what you describe, and realize afterwards that not sorting opaque geometry was faster !)


PARTNERS