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采用最有效率的方式来记录间隙。
原标题:Most efficient way to texture splat opengl?

我必须结合多达17份案文,然后用开放式文本将其加到4份(更多、2个三角)。 GL. 我必须做很多事情——或许是500个。

我想知道这样做的最快/最快的方法是什么:

A. render in many passes B. combine textures in FBO and render once C. use opengl multitexture and render in a few passes D. combine textures with CPU, upload to opengl texture, then render E. other?

问题回答

Multiple passes means multiple pixel shader execution as well as multiple ROP/blending operations, which can easily become a bottleneck both on last generation and current generation hardware. As such, stuffing it all into one pass or few passes (C) should be advantageous.

我不相信“FBO公司中的杂货”,尽管我无法提供这方面的确凿证据,但这种“杂货”可能较慢(因为至少有2个FBO公司改用,至少还有1个管道)。 虽然这当然取决于......如果你把同一17条案文合并在一起,每千次抽取单一文本,则可能非常快。 如果把这17份案文合并起来,你有十几个或十几个如此不同的组合,就会发现不同。

现代通用公平市价单位不应在碎块中进行多达17种文字取样(GL 3.x硬件至少48种),而是直截了当。

A、B和C应是同样的业绩明智之举。

这一切都涉及贵邮联和万国邮联的强大程度。 这将决定是否使用a、b、c、或d。





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