Hi,
does anyone have an article or paper about how to implement a good drawing policy when rendering?
I remember to have seen one from the guys of Kill Zone, but I have been looking for it and I can't find it any more =S
Thanks!
Good article on Drawing Policy
I'm not sure what you mean by drawing policy - can you elaborate on what you are looking for?
Thanks Jason,
Well, by Drawing Policy I mean a set of rules on how to sort in an efficient way all the materials, textures, etc... available in the current scene.
Well, by Drawing Policy I mean a set of rules on how to sort in an efficient way all the materials, textures, etc... available in the current scene.
Christer Ericson has a good write-up on his blog about the bucket-sorting approach he used in God of War 3: http://realtimecollisiondetection.net/blog/?p=86
Ahhh!.. thank you bronxbomber92, thank you L. Spiro,
those articles are exactly what I was looking for.
Thanks!
those articles are exactly what I was looking for.
Thanks!
One thing about sorting objects confuses me. If a mesh is made of different subsets, i.e. opaque and transparent and many instances have to be drawn should you break up drawing calls such as to draw all the opaque subsets first and then reiterate through all objects and draw all transparent parts? An example of a house with windows and a whole street filled of those I'd have to draw all wall instances then later draw all window instances?
EDIT : I think the article about render queue might answer my question after all
EDIT : I think the article about render queue might answer my question after all
An example of a house with windows and a whole street filled of those I'd have to draw all wall instances then later draw all window instances?[/quote]
In order for things to look correct, yes.
An example of a house with windows and a whole street filled of those I'd have to draw all wall instances then later draw all window instances?
In order for things to look correct, yes.
[/quote]
So is switching vertex buffers relatively cheap?
i.e.
Setstreamsource vbcar
Draw all opaque parts of every car instance
Setstreamsource vbhouse
Draw all opaque parts of every house
Set transparency
Setstreamsource vbcar
Draw all transparent parts of every car instance
Setstreamsource vbhouse
Draw all transparent parts of every house
Part meaning subset in d3dx mesh terminology even though I actually use DIP calls directly.
If you have an AMD GPU, you can download PerfStudio and use its API trace feature to look at CPU API timings.
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