The biggest bottleneck of my code is fetching texture RGB values from memory.
My code looks something like this:
game loop{
for every mesh{
perform clipping;
for every 3 verticies in mesh {
draw triangle {
interpolate texture coordinates;
fetch texture RGB and place value in backbuffer;
}
}
}
}
Fetching the texture RGB value from memory takes up so much time!!
I am not familiar with multithreading but I'm assuming there is some way to apply it here. Let me know what suggestions you have and how I should go about doing this!