shader perf ... need explanation

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0 comments, last by James Trotter 18 years, 6 months ago
hi all i've made glsl shader that cast two spotlights on a scene. it's work really good but when i get closer the framerate drops down what the explanation of this phenomena ? i think the decreasing of perf come from the number of fragment effectively processed to do the lighting but what are the tricks to get good perf on very close views is someone has an example of indexed map ligthing in glsl maybe its faster ? thanks [Edited by - whysee on October 28, 2005 11:24:38 AM]
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It's likely the number of fragments on screen that makes the framerate drop.

I don't know what indexed map lighting is, maybe you could explain just exactly what your shader is doing? Maybe the algorithm could be optimized somewhat.

I've heard of shader levels of detail. Take a look at this paper, for instance.

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