Thanks, Mel.
So let's make sure I understand:
less draw calls = batching geometry (even if it means going beyond 16 bit indices?)
[You wouldn't batch moving objects into new vertex buffers every frame, though, right? Don't they require individual draw calls?]
smallest amount of material changes = use texture atlases, and the same material for everything you can
[If you set the same shader for several custom scene nodes, does it avoid a material change?]
I appreciate the help.
Preparing for performance issues (textures)
Re: Preparing for performance issues (textures)
Moving objects? not with batching (you can always use batching for static geometry, don't misunderstand me)... but pseudo/instancing allows moving objects, And Irrlicht already supports 32 bit indices.
Yes, though the renderstate cache apply for the same materials currently (not for the same renderstates, that is currently being improved)
Yes, though the renderstate cache apply for the same materials currently (not for the same renderstates, that is currently being improved)
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt