Hi Glenn,
The way I'd tackle the issue of compilation of shaders taking a long time
is to avoid doing it frame time, doing as much work in scene graph
setup/compilation.
For you usage case I assume you have a complex shader with many different
constant inputs either controlling code paths or valu
Robert,
I have an application with several complex shaders. According to the
profiler some of them take a while to link (glLinkProgram), long enough to
cause a frame drop. This app cannot tolerate any frame drops so I was
looking into glProgramBinary as a possible mitigation. I'm open to other
ide
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