could you use structured buffers to pass params across shaders, like with compute?
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No, MG does not expose it like that. Things like that have been discussed a long time ago, but we can't support it with the current shader pipeline.
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En réponse à @Jjagg_dev @NemoKrad et
Ok so using a cloned shader with parameters set one time is the same than the same shader used by multiple materials where parameters are updated very often?
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Ah, I misunderstood. They're not the same. I think using 1 shader is faster. I would be interested to know!
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En réponse à @Jjagg_dev @NemoKrad et
But with only one shader you've to push data at each frames. So textures, etc... Not sure if it's good or not. I would say it's not good but I don't know that's why I ask
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Textures in MG are stored in VRAM only, so it's not like the whole thing is uploaded every time you switch. Like I said, I'm not sure which way is faster.
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En réponse à @Jjagg_dev @NemoKrad et
If it's cached by MonoGame internally, using a single instance is probably the faster way !
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En réponse à @cyannick @Jjagg_dev et
Not sure if this is relevant at all.. https://developer.download.nvidia.com/books/HTML/gpugems/gpugems_ch28.html …
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En réponse à @NemoKrad @Jjagg_dev et
Looks nice thanks! GPU Gems is a... Gem yes
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En réponse à @cyannick @Jjagg_dev et
lol, yes, I have them in hard backs too, love them, really wish I had more time to play with rendering techniques :/
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En réponse à @cyannick @Jjagg_dev et
I think when I retire (still a long way off) all I will do is code lol
0 réponse 0 Retweet 0 j'aimeMerci. Twitter en tiendra compte pour améliorer votre fil. SupprimerSupprimer
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