Hi Andreas,

On 11/19/2009 03:30 AM, Andreas Halm wrote:
>
> The idea is not bad, but that would result in using 512x512x128x4 bytes =
> 128MB of graphics memory when most likely something like 4-8 MB would be
> enough. On the other hand, if the pool management algorithm were intelligent
> enough to automatically put the 3D texture together as needed, it would
> work.

Ok. So if the sets of textures change rarely it might make sense to collect the 
used ones and put them in a separate 3D texture for each of your cubes objects.

>> Same for the shaders, how different are thet, would it be possible to
>> merge them
>> into a supershader?
>
> I don't think that would make much sense in this case.

Ok.

> Yeah I already got that, however performance is fine so far, and given that
> time is limited I am currently not sure how much work I should invest in
> optimizing here. I really like the idea of putting all the textures into one
> big texture, as then I wouldn't have to switch textures like about 20 times
> per node, but only once. That should make a difference.

Yeah, that would certainly make sense.


> The point is, it doesn't as I can't find out how to initialize all the stuff
> I need, which classes to use (have you seen how many shader-support-classes
> there are? ;-) ) and so on. Is there sample source code somewhere on how to
> use textures, shaders and vbo geometry without materials?

Sample code: not really, sorry. That request is a little rare. ;)

> A different approach would be to create a material that is actually just
> holding all the shader programs and resources, initializing them but not
> activating them. The activation would still have to be manually. Is such an
> approach supported out of the box?

Can't see why not. The main problem with messing with State is to make sure you 
set it back to what it was before you started, otherwise the internal state 
tracking is going to get confused.

Yours

        Dirk


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