Search Results
Search type | Search syntax |
---|---|
Tags | [tag] |
Exact | "words here" |
Author |
user:1234 user:me (yours) |
Score |
score:3 (3+) score:0 (none) |
Answers |
answers:3 (3+) answers:0 (none) isaccepted:yes hasaccepted:no inquestion:1234 |
Views | views:250 |
Code | code:"if (foo != bar)" |
Sections |
title:apples body:"apples oranges" |
URL | url:"*.example.com" |
Saves | in:saves |
Status |
closed:yes duplicate:no migrated:no wiki:no |
Types |
is:question is:answer |
Exclude |
-[tag] -apples |
For more details on advanced search visit our help page |
9
votes
2
answers
323
views
When is it better to upload partial model matrices to the vertex shader?
single part (so the pose of every node) to the GPU probably does not make much sense, as in this case all the computations are done for every vertex instead of every node, which would actually decrease performance …
4
votes
How to reduce the number of draw calls when rendering one object multiple times?
In OpenGL ES there is Instancing which provides allows for rendering one object multiple times.
When using Instancing, you can use uniform arrays to provide different information, e.g. a transformat …
6
votes
2
answers
3k
views
How to reduce the number of draw calls when rendering one object multiple times?
Especially when rendering particle effects, the same object needs to be rendered several times with slightly modified properties. But these changes are often limited to properties like pose or texture …
12
votes
1
answer
10k
views
Why is accessing textures much slower when calculating the texture coordinate in the fragmen...
When using textures in GLSL, it is best to calculate the final texture coordinates in the vertex shader and hand them over to the fragment shader using varyings. Example with a simple flip in the y co …