Timeline for How can state changes be batched while adhering to opaque-front-to-back/alpha-blended-back-to-front?
Current License: CC BY-SA 2.5
5 events
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Mar 2, 2011 at 12:46 | comment | added | Will | Yes, and their slides ask the audience how you can avoid state changes, and hint to other people's GDC talks, for example collaging textures into a single large texture and so on. But the unit is the batch, not the state change. | |
Mar 2, 2011 at 9:26 | comment | added | SmoCoder | The number of batches is directly related to the number of state changes though: Once you change state you have to start a new batch. | |
Mar 2, 2011 at 7:59 | comment | added | Will | Yeah, he does point out that 300 batches of 2 triangles is like 1500x from the potential throughput of some arbitrary card. The numbers will all of course move upwards and onwards with Moores law, but still. | |
Mar 1, 2011 at 19:19 | comment | added | Sion Sheevok | I'd read that article, but he seems to act as if there were no relation between the number of batches and the size of batches. If I have 300 objects, I can have between 1 batch of 300 and 300 batches of 1. The fewer batches, the better. Between each batch is a set of state changes. I'll give it a reread while I'm at it, but state changes are still a heavy expense. | |
Mar 1, 2011 at 10:39 | history | answered | Will | CC BY-SA 2.5 |