Render pipeline optimization #1506
Labels
area: renderer
Concerns our graphics renderer
improvement
Enhancement of an existing component
just do it
You can start working on this, there should be nothing left to discuss
overview
Overview of a collection of tasks
Ideally, the renderer must be able to handle several thousands of objects without significant performance loss. While we're not processing super complex geometry like other engines, it's good to keep performance in mind, so that system requirements stay low. There are a few general techniques that we can use:
Pre-rendering Optimizations
Rendering optimizations
GL_POINT
and calculate the the 4 sprite corners in the geometry shader. This offloads some of the sprite scaling/positioning to the GPU.The text was updated successfully, but these errors were encountered: