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Posted 20 February 2012 - 10:47 AM
Posted 20 February 2012 - 11:50 AM
It appears that the gentleman thought C++ was extremely difficult and he was overjoyed that the machine was absorbing it; he understood that good C++ is difficult but the best C++ is well-nigh unintelligible.
Posted 20 February 2012 - 12:06 PM
Tanks very much,I get it.
It depends on what you're drawing. If you've got simple, lightweight data (and not much of it) and a low amount of overdraw you can do back-to-front with depth testing disabled and depth writing enabled - this approach is actually highlighted in the DirectX SDK - in the "Performance Optimizations (Direct3D 9)" section, right at the bottom (under the heading "Z-Buffer Performance").
Where it breaks down is that it will likely involve a lot of state/material/texture changes, impairing your ability to get good draw call batching going. It's also mostly obsoleted by hardware that can do early Z rejection. Grouping your objects by state/material/texture and drawing them roughly front-to-back as much as possible, with or without a Z-prepass, will get you better on modern hardware.
Posted 20 February 2012 - 01:03 PM
Posted 20 February 2012 - 01:10 PM
Posted 21 February 2012 - 05:12 AM