shader perf ... need explanation
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]
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.
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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