We've been battling performance with the realtime shaders for years.  What we 
discovered is that the draw call runs as expected, but Softimage spends an 
awful amount of time figuring out if something needs to be drawn/updated.  I 
think we measured it around 20% of the frame time - which is obscene when you 
compare it to a computer game which spends less than 2%.  Then again, a game 
engine isn't an editing environment.

If these numbers are accurate, it might pay to just do a forced draw rather 
than spend time to figure it out.

Matt


________________________________
From: [email protected] 
[[email protected]] On Behalf Of Ahmidou Lyazidi 
[[email protected]]
Sent: Monday, June 24, 2013 10:02 PM
To: [email protected]
Subject: Re: A custom openGL Icons for TD/riggers (SI-2014+ only)

I'll try drawing nothing tonight, but I doubt it's going to change anything. 
The bottleneck seem to be the draw callback itself


-----------------------------------------------
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos
http://www.cappuccino-films.com


2013/6/25 Steven Caron <[email protected]<mailto:[email protected]>>
i am still an opengl noob but maybe don't use fixed function calls? the data 
set is very small so you might find the results negligible but might be 
interesting to know for certain?

On Mon, Jun 24, 2013 at 4:05 AM, Ahmidou Lyazidi 
<[email protected]<mailto:[email protected]>> wrote:
That's why I thought custom primitives would be faster, but apparently the SDK 
overhead defeat my expectations...


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