the shader of ue3

Started by
3 comments, last by Kryzon 13 years, 9 months ago
The shader is very different between materials,so the render state of shader change is very frequent。 is't bad?
Advertisement
Probably UE3 has its own way of sorting render calls by material. But generally yes, the more state changes you make per frame the worse.
Do state changes mean BindProgram() calls (when dealing with OpenGL, for instance)?

Does rendering polygons that share the same shader program at the same time serves as improvement over making various BindProgram(0) -> BindProgram(X) calls?
Here's a nice post about state change costs: link
Holy crap I started a blog - http://unobvious.typepad.com/
Thank you, Starfox.

PS: "Do a barrel-roll!"

This topic is closed to new replies.

Advertisement