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  Surface properties & batching  (Read 847 times)
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Offline Orangy Tang

JGO Kernel


Medals: 56
Projects: 11


Monkey for a head


« Posted 2003-11-22 13:29:34 »

I've been managing without any textures and such, but now i'd like to add them. My main problem is how to batch them up correctly without too many problems.

I've got a Shader object associated with every drawable chuck. For now this only contains a texture to use, I'm going to assume that it'll need at least:
2 textures to use, maybe some texture combine mode.
Alpha test on/off, test mode, test value.
Transparency on/off and maybe a blending mode.

Now for rendering at the moment I fill a single big vertex buffer with all objects in view, and an asssociated index buffer. I then use this to render the entire visible scene once per light (via vertex arrays).

However if i have multiple surface settings, this needs to be broken down somewhat. Obviously I need a draw call for each shader, which means i need a unique index buffer for each. And i need to group my shaders together (probably get away with only sorting by textures and transparency). Whats the best way of doing this? Can I perhaps abuse a hash map or tree map for doing this for me?

Any suggestions appreciated Smiley

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