Maybe somebody on this list can save me from reinventing the wheel...

I'm looking to get a better understanding of performance issues related to 
uniforms.

How much overhead is there in having a uniform?  If there only a performance 
hit if the uniform changes values or every frame. What if I change the Uniform 
in OSG to exactly the same value it already has, would there be a performance 
hit?

I have uniforms that might not change values very often. Some are simply 
boolean flags. Can I have different shaders and somehow switch between them?  
Can I "recompile" the shader on-the-fly (i.e. defining these boolean using 
#define/#if-#endif)? 

In some cases, I have variables which can change within the shader, but I know 
these values when I create the scene graph so I currently use #define instead 
of passing them as uniforms (which will ever only have one value). Does this 
gain me much in performance? 

Also, is there a difference in performance in using four "float" uniforms 
versus setting a Vec4?

Paul P. 


      
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