Jump to content
  • Advertisement
Sign in to follow this  
SGStino

Stream Out, DrawIndirect and Shadow maps

This topic is 2669 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hey,

I recently got the idea to optimize my shadow map generation.
Now i render all geometry once into a geometry buffer for deferred shading, so all world transformations are done there.
So if only i could output those transformations (only position, no texture/color). Then i could use these transformed vertices in a single draw call per shadow map.

And yes, i know, lights see more then what the camera sees, so if the light's bounding sphere intersects the view frustum in staid of being fully contained, then i'd need to do a few extra drawcalls for those objects.

If i would mark these objects as being used in the shadow map "stream out buffer", and update this buffer, then the next light that also needs those same extra objects, won't have to deal with the extra drawcall.

So, any thoughts on this,
is this possible to do (feature level 10 preferred),
would it be cheaper to do more drawcalls but have the advantage of frustum culling per light,
and can anyone point me to an example for the stream out? dx10/11 is not that popular on the web as 9

Share this post


Link to post
Share on other sites
Advertisement

direct x SDK for directx 10 named Skinning10


hmm, right. Now i'm just left wondering about the rest :D, the frustum culling vs less drawcalls etc

Share this post


Link to post
Share on other sites
If you're curious about performance, then profiling is the only way to know for sure.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!