Bad ideas?

Bad ideas?

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Bad ideas?

Post by Beherith »

Threadpool visibility checking and icon drawing checking for units, features, and projectiles. Use that cached vector in rendering them, and also pass that cached vector to the appropriate Lua callins.

The vast majority of units do not have any 1-bit alpha transparency. Drawing their shadows could use a separate vbo and shader that only takes vertex position data.

Build a uniform buffer object for each piece, draw the above mentioned unit shadows for each unit type breadth-first (all pelvises, all torsos, etc) to avoid vbo rebinds.
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: Bad ideas?

Post by Kloot »

1) imo probably not worth the added complexity, vistest code is trivial to process

2) how do you plan to check if a model wants alpha-masked shadows?

3) thought about sharing uniforms with custom shaders?
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Bad ideas?

Post by Beherith »

2, the unitdef would specify it (this is trivially flawed, since multiple unitdefs can share the same model). Even the tex1 and tex2 could change through a custom unit shader, so that would be axed as collateral.

3. custom unit shaders would lose shadow access (kill me).
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jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Re: Bad ideas?

Post by jK »

Beherith wrote:2, the unitdef would specify it (this is trivially flawed, since multiple unitdefs can share the same model). Even the tex1 and tex2 could change through a custom unit shader, so that would be axed as collateral.
bad
You would better have to check the texture if it uses transparency or not (with a GL Query)
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