[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 ?
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 ?
Archived author: MeFisto94 • Posted: 2023-09-28T21:48:02.475000+00:00
Original source
ohh, now I see my mistake
Archived author: MeFisto94 • Posted: 2023-09-28T21:48:06.932000+00:00
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thanks for the batches hint
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
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
Archived author: Titi • Posted: 2023-09-28T21:57:10.946000+00:00
Original source
less calculation at runtime
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>
Archived author: Titi • Posted: 2023-09-28T22:06:02.486000+00:00
Original source
"modern" "simple"
Archived author: Titi • Posted: 2023-09-28T22:06:29.636000+00:00
Original source
2005 opengl was surely 500x simpler than current graphics API
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