The WebGL version of Google Maps overdraws like crazy, which is why it’s slow. That depth buffer is your friend, folks! Use it!
Hmm, when I removed early Z in Pathfinder my performance cratered on workloads like the tiger. For AA I ended up with a 2-pass implementation that fills all opaque interiors front to back and then, with early Z on, antialiases back to front.
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All dependent on the workload of course… but I can say it makes a big difference for Web content too (WebRender does a front to back opaque pass).
Thanks. Twitter will use this to make your timeline better. UndoUndo
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Yeah, this is what mbgl does too. We haven't benchmarked removing early Z, but we have a number of z-indexing bugs that would be fixed by doing so.
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Yeah, early Z is such a pain…there’s so much code in WebRender needed to make it work :( But at least in our experience it’s been very much worth it…
End of conversation
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