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  [LWJGL] Conditional rendering?  (Read 4973 times)
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Offline EnderNinja7_2

Junior Newbie

« Posted 2017-05-02 02:58:47 »

I have six sets of verts (hexagon,triangle, quad, pentagon, right triangle, diamond-ish , null). For testing purposes whose algorithm i will use in my main project, I pass a random number between 0 and 6 which determines the shape and loops and this loops on for 100 times, adding transform mats to them. Now, how do I render them conditionally the most efficiently (since my main project requires hundereds of instances PER RENDER AREA (chunk))?
Offline theagentd
« Reply #1 - Posted 2017-05-03 16:31:43 »

For such small pieces of geometry, hardware instancing is said to be fairly inefficient. Since your geometry seems to essentially be <6 vertices each, you're probably better off packing all your vertex data of a chunk in a single buffer, using an index buffer to construct polygons out of triangles. If your per-object matrices are static, then manually premultiplying them into the vertex data is a good idea. Otherwise, you can add a manual instance ID variable to each vertex (just 4 bytes per vertex), which you can use to in turn look up a per-object matrix from a texture buffer. Then you can reduce each chunk to a single draw call, and you can then adjust the CPU/GPU tradeoff by modifying the chunk size.

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