gemini_

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About gemini_

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  1. So two scenarios:   1. Store attributes of each sprite (around 12 to 16 for each sprite) in a texture buffer and compute the transform matrices in the shader.   2. Compute all transform matrices for each sprite on the cpu and store them in a uniform buffer.   Both would involve instancing. Which one would give the best performance?
  2. Going to go with the hierarchy then, it makes more sense when concatenating transforms and handling animation. @L. Spiro: nice article, I'll definitely use it as a source when I get my feet on the ground with this. @phantom: Yeah I figured doing all that processing at run time would be too slow, basically I'm creating a command line tool that parses models and spits out a binary representation that I can just load directly into memory and throw in a vertex buffer. I plan to include a header at the beginning of the file that specifies all the sizes of the different structures. As far as materials go is it just storing the shader constants and texture file names?
  3. Right now I'm working on an FBX importer for my rendering engine. Everything is going pretty well but I was wondering what the best practices are for storing meshes in general . The way FBX works is that one file can contain multiple mesh parts that make up the whole "model", my instincts tell me to store it as a hierarchy in a graph structure, which is how they're originally stored in the file. Is this the pretty much the way to go, are there any alternatives?