> Yes. Any uniform needs to be handled by the driver. And any of them > takes cpu > cycles to load. I think having lots of them is one factor that accounts > for > the long draw times I see here. Looking at profiles the function > collecting > them and putting it into a buffer for use in the gpu is always in the > top 5 > functions on the cpu where exactly this takes a lot of cpu time. > So, just putting a lot of uniforms somewere because the maximum allowed > number > is so far away is not a good idea.
Well, that wasn't quite the question. I know that having lots of uniforms is more expensive than not having lots of uniforms. But if I want to have 10 different hues of rock - is it preferable to create 10 different rock textures and manage those, or is it better to have one rock texture and a uniform vec3 for each? Likewise, if I have to decide between running 5 different shaders or one shader taking two uniforms to configure its action - what is more efficient (leaving aside the fact that just having one is vastly more maintenance-friendly). * Thorsten ------------------------------------------------------------------------------ Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012, HTML5, CSS, MVC, Windows 8 Apps, JavaScript and much more. Keep your skills current with LearnDevNow - 3,200 step-by-step video tutorials by Microsoft MVPs and experts. ON SALE this month only -- learn more at: http://p.sf.net/sfu/learnmore_123012 _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel