quote:Yes it is hardware-dependent, but every single game I''ve played had major slowdown when a texture-alpha-blended billboard was close to the viewer, regardless of whether it''s Half-Life, Quake 3, UT, GTA3, or my engine, so I wouldn''t say it only happens in "contrived" applications.
Out of interest, how did you determine that this was a result of those apps blending with their polygons with textures as opposed to simply being FILLRATE BOUND?
Screen sized, alpha blended quads will suck up fillrate and therefore kill framerate, entirely regardless of whether they have a texture applied or not. Indeed fillrate is one of the most common graphics bottlenecks on any platform.
quote:Specifically, in my engine going from diffuse to texture put the framerate from ~27 to ~19. I had about 20 polygons of varying size in front of me though, as it was a hacked example -- I took my fireball code and made the fireball hover in midair, and then I fired it and observed the framerate. I changed the blending from (srcalpha/invsrcalpha, modulate texture*diffuse) to (srcalpha/one, selectarg1 diffuse) and tried it again.
Yep, your app, your test hardware. I don''t actually think we''re disagreeing at all here
- I''m just pointing out that although you''re likely to see "some" performance benefit, you won''t always see "significant" benefit from turning off textures. Particularly in an app which has a fully loaded frame (i.e. an average frame from a game) or a bottleneck in a different place.
BTW: your texture(s) wasn''t being minified (with respect to screen space area) anywhere without mipmapping being used was it?, or trilinear filtered?