View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0005828 | The Dark Mod | Graphics | public | 29.11.2021 16:45 | 27.12.2021 03:49 |
Reporter | stgatilov | Assigned To | stgatilov | ||
Priority | normal | Severity | minor | Reproducibility | N/A |
Status | assigned | Resolution | open | ||
Product Version | TDM 2.09 | ||||
Target Version | TDM 2.11 | ||||
Summary | 0005828: Try to reduce duplication among shader code. | ||||
Description | Back in ARB assembly days, every shader was written from scratch and hand-optimized. This is no longer the problem today: it is perfectly OK to have large shaders and rely on branching (or compile-time dead code elimination). Having many separate shaders today causes code duplication, making it harder to maintain. Some idea for shader unification: 1) Ordinary interaction and ambient interaction shaders can be unified into single shader with a flag. 2) Perhaps cubic lights can be unified back into frustum-based ones, just add "spherical falloff" flag. | ||||
Additional Information | Originally discussed here: https://forums.thedarkmod.com/index.php?/topic/21138-projected-lights-falloff/&do=findComment&comment=466904 But surely needs more thinking and discussion... | ||||
Tags | No tags attached. | ||||
related to | 0005285 | assigned | cabalistic | Remove old backend's depth/interaction/stencil stages |