[sldev] Re: possible rendering improvement
Argent Stonecutter
secret.argent at gmail.com
Tue Jan 16 13:34:03 PST 2007
> Without looking at the code, it is probably a question about what's
> more
> expensive: Checking _every_ surface's alpha-setting or rendering
> invisible surfaces. (Maybe we should take a walk through the grid
> with a
> modified client that counts surfaces...)
The client has to check every surface's alpha setting *anyway* to
tell the GPU what it is, so simply not sending the surface to the GPU
at all if the Alpha is 0 should be almost free.
Checking the texture for ones that are completely transparent may be
a little more difficult, but again it has to process the texture
before uploading it to the GPU, and having the client keep track of
the textures that have no non-zero pixels in the alpha mask wouldn't
take much storage, one extra bit per texture...
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