Skip to content

Possible performance save. #67

@mtwoodard

Description

@mtwoodard

I've been thinking creating another shader so that we can separate our local and global passes. This would without a doubt lead to a performance increase as it would remove a lot of the if else statements that are currently in our code. Essentially we would render to a depth texture on our first pass then test that against the second pass and take the closer fragment.

Given that our lighting is dependent on both local and global we'd likely have to figure out a new way to calculate it. I haven't looked into it much but we might be able to defer this to a third final pass.

Metadata

Metadata

Assignees

No one assigned

    Labels

    No labels
    No labels

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions