Hi Lilith, On Thu, Feb 25, 2010 at 9:12 AM, Lilith Bryant <[email protected]> wrote:
> I highly suggest you do some benchmarking on shader compiling/link times. > We > investigated this a couple of years ago, and found that we couldn't avoid > an > output glitch (due to compile/link time) whenever we needed a new shader. > I agree that performance is critical. When ever I make major changes to the OSG I do lots of benchmarking. In this specific case compilation, linking and uniform changes all have their own performance issues to be mindful of. My expectation for shader composition was that we'd need to do upfront compilation, and linking as much as possible and select between complete programs rather than dynamically doing too much actual shader composition during draw dispatch on each frame. Keeping the CPU overhead of doing selection of which program to make active is also something that I've been pondering about. Keeping this all in check is why I need to spend the time thinking about the design so deeply. Robert. I
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