I'm currently have an application that has ~10k draw calls. I implemented a batching scheme where I group all objects that share material, vertex format, etc and pre-transform them by their world ...
In OpenGL 2.0 I can easily make 10,000 draw calls per frame (with state changes in between each call). However, if i try to do this in either OpenGL ES 2.0 or DirectX9 with shaders, my peformance is ...
Current performance analysis shows that D3DXCreateEffect is called many times with different shaders. Between each call, the D3DCompile DLL is being loaded and unloaded. Is there an easy way to keep ...
I have read this article, and I am making use of some pixel shaders to achieve some effects. At most four shader effects can be applied at same time. What are the best practices to achieve best ...