View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0005583||DarkRadiant||Renderer||public||10.04.2021 06:57||10.04.2021 07:06|
|Priority||normal||Severity||normal||Reproducibility||have not tried|
|Summary||0005583: Shader passes group renderables per Light|
|Description||This issue is about checking whether the unified Camera front end renderer approach for non-lit and lit mode is still optimal since the requirement of sorting entities by light is not really met with the current algorithm: each Renderable that is attached to a OpenGLShaderPass holds an optional RendererLight reference which causes a lot of backend preparation code necessary before being able to submit a single Brush winding to the drivers (loading light textures, applying render parms to the program, evaluating light stage expressions). Being able to set up a lighting pass for a single light and submitting all affected surfaces in one go can be defined as goal here.|
I'm not sure yet where the best starting point of this experiment is, it could be a separately implemented Camera Front End collector doing the sorting, or just the backend code storing stuff differently when lighting render passes are involved.
It might also pay off to distinguish between non-lit and lit render passes, since the former don't need any lighting information at all and may only be interested in the parent entity if at all.
|Tags||No tags attached.|
|10.04.2021 06:57||greebo||New Issue|
|10.04.2021 06:57||greebo||Status||new => confirmed|
|10.04.2021 06:57||greebo||Summary||Shader pass grouping renderables per Light => Shader passes group renderables per Light|
|10.04.2021 07:06||greebo||Assigned To||=> greebo|
|10.04.2021 07:06||greebo||Status||confirmed => assigned|