Comments (1)
Note to self: write model matrix as float32 array to a texture and sample from that in vertex shader to get transforms. That way we can batch draw without so many uniforms.
^Uh, maybe not. Overhead from uniform update is pretty much negligible. As a matter of fact, it might even be the more performant approach -- it's definitively the most manageable. Eh, I'm starting to think a lot of the bonkers optimizations proposed by blog writters are only necessary for the ridiculous hi-res the industry has been trying to pull for the last decade.
Final note on this one: the SIN roadmap has changed way too much since I first opened this, so obviously the list of base classes was altered a whole lot. Nevermind that. This one should've been closed nearly a month ago but I forgot to!
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Related Issues (15)
- dsm core cleanup
- Shader fixing
- Custom types HOT 2
- float to frac16 conversion
- C-like array & file handling
- Memory management, chapter one
- Write/read methods for ZJC_FileHandling HOT 1
- Port Chasm to C HOT 1
- Memory management, chapter two
- Stress-test the new render loop
- Unreliable framerate
- Finish integrating Gaoler into DarkAge
- Blender integration, episode one
- You'll never be an Engineer. So stop lying HOT 1
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