Quantcast
Channel: GameDev.net
Viewing all articles
Browse latest Browse all 17560

Resetting States In A Data-Driven Renderer

$
0
0

I was reading about data driven renderer architecture and it was states that you'd submit a "drawcall" that has all it's necessary states selfcontained. But they also stated that you'd reset all states back to null afterwards so that no conflict remains.

I'm currently wondering if that makes sense from a performance sense, since flushing everything only to "re-set" it again in the next drawcall seems like a lot of wasted state switches. Right now I'm leaning more towards leaving the states as they are after the drawcall which might be more error prone but has no wasted state switching.

However I did have some issues with state remnants before and it can be a real nuisance to debug sometimes...

 

Any suggestions ?


Viewing all articles
Browse latest Browse all 17560

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>