Hi folks, I watched the following video and I'm quite impressed: http://nvidia.fullviewmedia.com/gdc2010/13-avi-shapira.html
In BGE current profiling the whole Rasterizer is keep as an unique entry. With this debugger you can actually see where is the actual bottleneck (Fragment, Vertex, ...). The same can be applied for Blender I believe. When I find time I'll try to run it on simple BGE demos. I have a feeling that this can help to fix some bugs we have (e.g. alpha flickering). Also from a user perspective, that sounds as a handy tool to help game optimization (assuming we can tackle the main BGE GL problems that may be present). Maybe an interesting GSOC for someone? (to implement openGL Rasterizer profile and fix/optimize BGE openGL errors)? Cheers, Dalai http://blenderecia.orgfree.com _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
