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Member Since 21 Jul 2012
Offline Last Active Jul 08 2016 04:26 AM

#5254998 Shaders

Posted by on 01 October 2015 - 10:10 AM

I am assuming you are doing some more sorting than just the shader states right, because eliminating state changes in my rendering loop gave me a good performance boost even doing this manually with keeping track of the current ids and just checking against what I would be setting next.


Yes, i sort opaque geometry by shader then by texture then by vbo then depth (front to back). Translucent geometry is sorted by depth only back to front.

#5254704 Shaders

Posted by on 29 September 2015 - 07:28 PM



I'm new to Direct3D, i come from the OpenGL world and my question is about shaders.


With OpenGL, you never bind a vertex shader or a pixel shader. Instead, you link both into a shader program then you bind the program (not the individual shaders). It seems like Direct3D work differently though.


So when sorting draw calls, do you sort by vertex shaders then by pixel shader ? Wouldn't it be simpler to sort by pair of vertex/pixel shaders ?


I must admit i don't really understand the idea of binding vertex and pixel shaders separately.



#4985697 Tab order with MFC tab control

Posted by on 01 October 2012 - 03:57 AM

There is a property called Controle parent, make sure it is true for all your pages.

Thanks, it worked !