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List:       wine-devel
Subject:    Re: Wined3d textureless rendering
From:       Bruno Jesus <00cpxxx () gmail ! com>
Date:       2016-12-18 18:38:30
Message-ID: CALF_nUTZ9Dz0hQOi0JKZCVC6VnJAB+xkGU4w0w9y0nVOW1auLA () mail ! gmail ! com
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On Wed, Dec 14, 2016 at 11:59 AM, Henri Verbeet <hverbeet@gmail.com> wrote:
> On 14 December 2016 at 14:31, Bruno Jesus <00cpxxx@gmail.com> wrote:
>> Hello everyone. Following my email last year email asking if rendering
>> in wireframe could speedup a game (answer was no in many different
>> ways) I have a new idea after playing Totaly Accurate Battle Simulator
>> with its red and blue army.
>>
>> What if I skip applying every texture to every object? Probably
>> everything would be black so I would need to use different incremental
>> solid color to distinguish stuff in the screen. Would that save memory
>> and also make games faster?
>>
> Probably, in some cases, depending on where the performance bottleneck
> actually is. In fact, that's a performance analysis technique you can
> use to figure out if your (shader) performance is limited by texture
> lookups or by something else.
>
> That doesn't mean you can generally apply that to make things go
> faster though. Textures are used in a lot of places, sometimes
> unexpected ones. Think for example about text in the user interface,
> HUD elements, etc. If you want to experiment a bit, fixed function
> texture lookups happen in shader_glsl_generate_ffp_fragment_shader(),
> for shaders you'll want to look at anything that calls
> shader_glsl_get_sample_function(), perhaps most notably
> shader_glsl_tex().

Thanks! I'm trying and having "interesting" experiences.



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