whats the fastest way to bucket sort pointers?
#3 Members - Reputation: 124
Posted 20 October 2011 - 12:51 PM
i have shaders only 12 of them so far , they will be increasing and entitys,
every entity has a pointer to a shader
i want to bucket each entity into groups of shaders.
i used stl::maps but this seams slow , is there a faster way ?
i ahve entitys , ie. models , and they all have shader pointers . this is so that they have a ppointer to the differnt shaders
i want to sort all the models into seperate vectors, for fast access. they need to be sorted vai the pointers of the shaders.
#5 Members - Reputation: 124
Posted 20 October 2011 - 05:57 PM
And
std::map<shader*, std::vector<model*>>(using smart pointers where appropriate) is insufficient?
Is it too slow to populate, to iterate over, to search through?
tred that , was way too slow .
had to re configure my engine to use enums : got the speed now though
#6 Moderators - Reputation: 7533
Posted 20 October 2011 - 06:01 PM
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#8 Members - Reputation: 3329
Posted 20 October 2011 - 06:44 PM
Andstd::map<shader*, std::vector<model*>>(using smart pointers where appropriate) is insufficient?
Is it too slow to populate, to iterate over, to search through?
tred that , was way too slow .
had to re configure my engine to use enums : got the speed now though
enums aren't any smaller or easier to hash than pointers. If you're not using pointers and are copying your entire object every time... yeah, that's going to suck.
But since you won't actually tell us anything meaningful... best of luck with that.
#9 Members - Reputation: 1950
Posted 21 October 2011 - 12:12 AM
Without seeing your code, my experience tells me to assume that you used them poorly, because that assumption is most often correct.
My website dedicated to sorting algorithms
#10 Members - Reputation: 124
Posted 21 October 2011 - 05:06 AM
Andstd::map<shader*, std::vector<model*>>(using smart pointers where appropriate) is insufficient?
Is it too slow to populate, to iterate over, to search through?
tred that , was way too slow .
had to re configure my engine to use enums : got the speed now though
enums aren't any smaller or easier to hash than pointers. If you're not using pointers and are copying your entire object every time... yeah, that's going to suck.
But since you won't actually tell us anything meaningful... best of luck with that.
erm , need to sort my entitys so that i have less state changes on the GPU , so need to bucket sort all my enttiys via the shader pointer , so when done i have one bucket for all entitys that have shader plaincolour, other plainTexture , other phong , other normalmapping ect
and did an analize and it was saying with map, it was saying the slowest thing in my engine was itterating through the map , once i collected all my info into the buckets
#11 Members - Reputation: 58
Posted 21 October 2011 - 05:26 AM
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#12 Moderators - Reputation: 5034
Posted 21 October 2011 - 05:29 AM
Can you show us some code? Maybe you are making a minor mistake that ends up doing unnecessary work.
For small numbers of keys, a map has a lot of constant and hidden* overheads. It is only when the number of keys is large that you see the benefits. I agree with Hodgman, I think a sorted linear contiguous structure like std::vector<> would be much more efficient, and not too hard to code.
* Hidden overhead includes cost of cache misses and allocations, which is ignored by big O analysis.
#13 Moderators - Reputation: 13521
Posted 21 October 2011 - 06:46 AM
All you need is one std::vector plus std::sort (or a custom radix sort if you've got thousands of entities and want that little bit of extra speed).






