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Oct
7
awarded  Yearling
Sep
8
awarded  Notable Question
May
3
accepted Optimize state changes within a render queue
Apr
8
comment Optimize state changes within a render queue
I think that my problem will only occurr when filling the color buffer. Because it's in this buffer that I will use the material of the object and so the technique associated to it. I don't have lot of knowledge about deferred rendering, only read some article without going in depth. So I am probably wrong on a lot of things. Since I don't have a complex rendering pipeline, I should make things easy and simple and add more functionalities and adapt it when I will implement deferred rendering. Without deferred rendering implemented in the engine I can't predict which problems I will encounter.
Apr
8
comment Optimize state changes within a render queue
I probably misuse the term "pass". In my question I refer to pass for a pass in a technique in a directx effect file (.fx). That is why in my question I am saying that a material in my engine can have multiple pass. A material is bind to one technique and therefore to technique's passes. Until now, the engine doesn't have complex rendering pipeline, I only draw object "as is" with their own materials. But if an object use a material with a technique containing two passes, I need to do one draw call for each effect pass, so in my render queue I will have two times the object for each pass.
Apr
7
comment Optimize state changes within a render queue
Thanks for your response, it helped me think about my problem. Meanwhile I have found an interesting article about a method to sort a render queue. I think about implementing it but I have a lot more questions, so I edited my question with more details and the link to the article.
Apr
7
revised Optimize state changes within a render queue
Add details
Apr
1
asked Optimize state changes within a render queue
Nov
21
comment Incorrect frustum culling with center/half-size AABB
I'm sorry to haven't provided enough code. The code I added in my question is all what I wrote. Anything else is provided by XNA (Vector3, ...). To get the frustum plane I use a class called BoundingFrustum. Each frame I give the viewProj matrix to the BoundingFrustum and it computes the plane. I don't know how it computes plane and D.
Nov
21
asked Incorrect frustum culling with center/half-size AABB
Oct
7
awarded  Yearling
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7
awarded  Popular Question
Jun
18
awarded  Constituent
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11
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10
awarded  Caucus
May
27
answered Sharing the effect
Feb
15
awarded  Popular Question
Oct
7
awarded  Yearling
Aug
9
answered Smallest increment for a SpriteBatch depth between 0.0 and 1.0?
Aug
8
revised unity3d camera movment problem
Change explanation