I've been using shader designer to write some lighting. My 6600gt only has 4 texture slots. With a Colormap, normal, and LightAttribute maps(shine, emission, glow). I only have one more maybe to add a detail map..which might have all those properties as well. So then..i go "i need to run another pass..ewww".
From what i understand, you have to send the geometry through the pipeline again. Im thinking this means i need to make another call to gldrawelements. Meaning a 1000 polygon model is really using 2000 to render now...is there any type of opmitization to cut this effect down?
Second, i'm going to have my engine organize by surfaces to avoid texture swap. Now i'm going to impliment shaders. I'm curious on if the cost to attach and detach shaders is smaller than swapping textures. I'm thinking it is..since you're only sending operations.
Right now the organization is by surfaces.
Any advice on sorting the most time costly to the least for iterations?
From what i understand, you have to send the geometry through the pipeline again. Im thinking this means i need to make another call to gldrawelements. Meaning a 1000 polygon model is really using 2000 to render now...is there any type of opmitization to cut this effect down?
Second, i'm going to have my engine organize by surfaces to avoid texture swap. Now i'm going to impliment shaders. I'm curious on if the cost to attach and detach shaders is smaller than swapping textures. I'm thinking it is..since you're only sending operations.
Right now the organization is by surfaces.
Any advice on sorting the most time costly to the least for iterations?