Replies: 1 comment
-
Turns out batched shaders don't help as much as I thought and the modifications to the shaders are quite substantial. |
Beta Was this translation helpful? Give feedback.
0 replies
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Uh oh!
There was an error while loading. Please reload this page.
Uh oh!
There was an error while loading. Please reload this page.
-
This is probably not worth it after initial testing.
If at all, this probably has to be done as a specialized batch shader for each lighting animation, making sure not to exceed the vertex size limit of certain hardware.
Only changing values (used for animating, like intensity, pulse, ratio, ...) should be stored in a data texture.
Everything else should be grouped and batched together. Better to switch shaders between drawings than to do 10 or more texture lookups in the fragment shader for the data packets
Beta Was this translation helpful? Give feedback.
All reactions