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Member Since 12 Jun 2011
Offline Last Active Apr 29 2013 11:57 AM

Topics I've Started

Which situation is more optimal for sprite batching?

27 December 2012 - 12:08 PM

So two scenarios:


1. Store attributes of each sprite (around 12 to 16 for each sprite) in a texture buffer and compute the transform matrices in the shader.


2. Compute all transform matrices for each sprite on the cpu and store them in a uniform buffer.


Both would involve instancing. Which one would give the best performance?

Storing mesh data

22 June 2012 - 05:48 AM

Right now I'm working on an FBX importer for my rendering engine. Everything is going pretty well but I was wondering what the best practices are for storing meshes in general . The way FBX works is that one file can contain multiple mesh parts that make up the whole "model", my instincts tell me to store it as a hierarchy in a graph structure, which is how they're originally stored in the file. Is this the pretty much the way to go, are there any alternatives?