Hi all.
Have you all noticed that the time for Draw is dramatically more expensive
for a shader based scene compared to fixed functionality?
I have the most basic shader possibility comparing to a fixed functionality
rendering pipeline. The difference in Draw call is:
1.3 ms (fixed) compared to *3.74ms* (shader) in a scene with 300 boxes.
7776 vertices, 3886 triangles.
RTX2080. Windows 10. OSG 3.6.4.
It feels kind of bad to start with a huge overhead already from the start.
For larger scenes the difference shrinks. Still very much noticeable.
With a stupid scene with 10000 drawables (same boxes) difference between
"empty" shader is < 10%.
But with a diffuse/specular shader, the difference jumps up to 100%
compared to fixed pipeline.
What is your experience in this?
*draw.vert:*
#version 440
layout (location = 0) in vec4 osg_Vertex;
layout (location = 1) in vec3 osg_Normal;
uniform mat4 osg_ModelViewProjectionMatrix;
void main()
{
gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex;
}
*draw.frag:*
#version 440
layout (location = 0) out vec4 outColor;
void main (void)
{
outColor = vec4(1,0.4,1,1);
}
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