[sldev] branches/shadow-draft missing llrender.cpp

Tofu Linden tofu.linden at lindenlab.com
Wed May 28 14:11:43 PDT 2008


Matthew Underwood wrote:
 > On a slightly related note...  Can anyone explain what exactly is
 > consuming so much rendering cost in the SL client?  The only
 > attributable thing I can find is that literally dozens of polygons can
 > be used to render the same flat surface (ex A large cube, large
 > stretches of flat ground can takes thousands).  Isn't there anything
 > we can do to reduce the polygon waist and improve performance?

The unexpected 'bonus' tessellation on flat surfaces does nothing
to help describe the shape of the geometry but exists (AFAIK) as
a hack to make per-vertex lighting look significantly less ugly.

The shadow-draft branch's per-pixel lighting almost certainly
makes the extra tessellation redundant, but on the other hand
I don't think there's data to suggest that the extra polygons
are an appreciable performance hit (not that they help).



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