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On state and sorting.
- To: email@example.com
- Subject: On state and sorting.
- From: "Adam D. Moss" <firstname.lastname@example.org>
- Date: Fri, 11 Jan 2002 13:28:06 +0000
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- Delivery-Date: Fri, 11 Jan 2002 08:28:23 -0500
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Well, I've been diddling with my 3D engine (who
hasn't?) in past weeks and I've come to the point
where I have to start sorting my surface-groups
Basically, OpenGL state changes are expensive.
Everyone knows this, and I know this, but until I
really sat down and did some tweak-measure cycles
I didn't realize /how/ expensive. In Mesa (probably
other implementations also), even *redundant* changes
are very expensive, like binding the same texture twice
in a row or glEnable()ing GL_TEXTURE_2D when it's
already enabled. Ugh.
I'd assumed that texture state changes were expensive
mostly because of texture-memory-thrashing issues,
but, uh, no. I suppose that since Mesa itself isn't
spotting redundant changes, they get all the way
down to the hardware and require a flush of the
rendering pipeline. Ugh ugh.
So, here I am. I have a scene full of faces (each
one typically requiring two or three texture passes,
and I'm on single-TMU hardware). At least one of
these textures in the texture passes is shared between
many faces, but many decal textures are object-unique
with a few shared between a number of faces.
Longwindedly, I get to here: it's an interesting problem
with many facets thanks to the multi-pass (and rough
Z-sorting ideally needed for semi-transparent faces),
but I'm after an algorithm for sorting my faces by
'state', say texture primarily. I could clearly use
something like quicksort or bucket-sort, but it occurs
to me that it's not 'sorting' I'm after, but 'grouping'
which could obviously be done faster.
Grouping algorithms, anyone?