the shader of ue3
The shader is very different between materials,so the render state of shader change is very frequent。 is't bad?
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?
Does rendering polygons that share the same shader program at the same time serves as improvement over making various BindProgram(0) -> BindProgram(X) calls?
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