I think it's more down to the vertex streams at that point. I think the shader gets cached and used as and when. I think this is why GPU instancing is so useful as it reduces the vertex stream massively...
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Ok but is it a good idea to cache shader parameters? Because I can have a shader instance per material with 3 parameters changed per frame instead of all parameters. Don't know how
@MonoGameTeam handle that internally. - 13 réponses de plus
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Le chargement semble prendre du temps.
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