Re: Preparing for performance issues (textures)
Posted: Sat Feb 02, 2013 4:31 am
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.
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.