Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Don't submit quads to the GPU if they won't be drawn #31

Merged
merged 1 commit into from
May 15, 2016

Conversation

kalmard0
Copy link
Contributor

Use an early test to determine if a quad will actually fall inside our rendering area. Although the GPU is quick to discard these quads, this is still useful because invalid data won't pollute the UniformQuadBatch buffer and thus reduce the number of draw calls and data copied to the GPU.

@samskivert
Copy link
Contributor

I'm not on board with forcing everyone to incur this expense for every draw call, but I am OK with adding a flag to Surface that turns on intersection testing. I can handle the added expense of a single branch for everyone to make life easier for games that draw a lot of totally invisible images.

@samskivert samskivert merged commit 44aa01e into playn:master May 15, 2016
@kalmard0
Copy link
Contributor Author

Great, thank you.
I've seen a performance testbed in version 1 that (I assume) would be great at doing explicit verifications on issues like this. What happened to it?

@samskivert
Copy link
Contributor

It's here:

https://github.com/threerings/playn-perf

I should move it to the playn Github org.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

2 participants