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IDProjectCategoryView StatusLast Update
0005583DarkRadiantRendererpublic10.04.2021 07:06
Reportergreebo Assigned Togreebo  
PrioritynormalSeveritynormalReproducibilityhave not tried
Status assignedResolutionopen 
Product Version2.11.0 
Summary0005583: Shader passes group renderables per Light
DescriptionThis 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.
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Issue History

Date Modified Username Field Change
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