Forums WoW Modding Support Archives WoWModding Support Archives [DiscordArchive] materials are defined in the root though so it doesn't matter ?

[DiscordArchive] materials are defined in the root though so it doesn't matter ?

[DiscordArchive] materials are defined in the root though so it doesn't matter ?

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rektbyfaith
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09-28-2023, 09:46 PM
#1
Archived author: Titi • Posted: 2023-09-28T21:46:53.267000+00:00
Original source

materials are defined in the root though so it doesn't matter ?
rektbyfaith
09-28-2023, 09:46 PM #1

Archived author: Titi • Posted: 2023-09-28T21:46:53.267000+00:00
Original source

materials are defined in the root though so it doesn't matter ?

rektbyfaith
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09-28-2023, 09:48 PM
#2
Archived author: MeFisto94 • Posted: 2023-09-28T21:48:02.475000+00:00
Original source

ohh, now I see my mistake
rektbyfaith
09-28-2023, 09:48 PM #2

Archived author: MeFisto94 • Posted: 2023-09-28T21:48:02.475000+00:00
Original source

ohh, now I see my mistake

rektbyfaith
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09-28-2023, 09:48 PM
#3
Archived author: MeFisto94 • Posted: 2023-09-28T21:48:06.932000+00:00
Original source

thanks for the batches hint
rektbyfaith
09-28-2023, 09:48 PM #3

Archived author: MeFisto94 • Posted: 2023-09-28T21:48:06.932000+00:00
Original source

thanks for the batches hint

rektbyfaith
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09-28-2023, 09:48 PM
#4
Archived author: MeFisto94 • Posted: 2023-09-28T21:48:22.179000+00:00
Original source

I haven't read until the MOBA chunk but instead been using the MOPY chunk directly
rektbyfaith
09-28-2023, 09:48 PM #4

Archived author: MeFisto94 • Posted: 2023-09-28T21:48:22.179000+00:00
Original source

I haven't read until the MOBA chunk but instead been using the MOPY chunk directly

rektbyfaith
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09-28-2023, 09:48 PM
#5
Archived author: MeFisto94 • Posted: 2023-09-28T21:48:55.686000+00:00
Original source

I mean there's not too much difference between using the batches to split meshes and finding which verts had unique material_ids, but that at least makes it more reasonable, from the design perspective
rektbyfaith
09-28-2023, 09:48 PM #5

Archived author: MeFisto94 • Posted: 2023-09-28T21:48:55.686000+00:00
Original source

I mean there's not too much difference between using the batches to split meshes and finding which verts had unique material_ids, but that at least makes it more reasonable, from the design perspective

rektbyfaith
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09-28-2023, 09:57 PM
#6
Archived author: Titi • Posted: 2023-09-28T21:57:10.946000+00:00
Original source

less calculation at runtime
rektbyfaith
09-28-2023, 09:57 PM #6

Archived author: Titi • Posted: 2023-09-28T21:57:10.946000+00:00
Original source

less calculation at runtime

rektbyfaith
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09-28-2023, 10:04 PM
#7
Archived author: MeFisto94 • Posted: 2023-09-28T22:04:37.240000+00:00
Original source

true. It probably iterates over the batches and issues a render call while keeping the same buffers bound. Probably because the binding overhead is larger than those (relatively small) buffers. Not sure how well I can translate this to modern, simple APIs <:think:961618249273970709>
rektbyfaith
09-28-2023, 10:04 PM #7

Archived author: MeFisto94 • Posted: 2023-09-28T22:04:37.240000+00:00
Original source

true. It probably iterates over the batches and issues a render call while keeping the same buffers bound. Probably because the binding overhead is larger than those (relatively small) buffers. Not sure how well I can translate this to modern, simple APIs <:think:961618249273970709>

rektbyfaith
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09-28-2023, 10:06 PM
#8
Archived author: Titi • Posted: 2023-09-28T22:06:02.486000+00:00
Original source

"modern" "simple"
rektbyfaith
09-28-2023, 10:06 PM #8

Archived author: Titi • Posted: 2023-09-28T22:06:02.486000+00:00
Original source

"modern" "simple"

rektbyfaith
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09-28-2023, 10:06 PM
#9
Archived author: Titi • Posted: 2023-09-28T22:06:29.636000+00:00
Original source

2005 opengl was surely 500x simpler than current graphics API
rektbyfaith
09-28-2023, 10:06 PM #9

Archived author: Titi • Posted: 2023-09-28T22:06:29.636000+00:00
Original source

2005 opengl was surely 500x simpler than current graphics API

rektbyfaith
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09-28-2023, 10:10 PM
#10
Archived author: MeFisto94 • Posted: 2023-09-28T22:10:37.109000+00:00
Original source

yep, but the engines abstract away much more nowadays. I think I remember seeing some DX Apis with DrawIndirect that took counts and start/offsets, but that is rather kept away. At least in this engine I am currently using, it even asserts that all vertex buffers conform to the "vertex length" being passed for it's mesh class
rektbyfaith
09-28-2023, 10:10 PM #10

Archived author: MeFisto94 • Posted: 2023-09-28T22:10:37.109000+00:00
Original source

yep, but the engines abstract away much more nowadays. I think I remember seeing some DX Apis with DrawIndirect that took counts and start/offsets, but that is rather kept away. At least in this engine I am currently using, it even asserts that all vertex buffers conform to the "vertex length" being passed for it's mesh class

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