Diligent::DRAW_FLAG_DYNAMIC_RESOURCE_BUFFERS_INTACT #250
-
My engine uses dynamic buffers pretty extensively. During 2D/particle/etc drawing, I essentially fill a dynamic buffer until the shader/material changes or the buffer runs out of space, then render them, remap, then repeat. But apart from dynamic drawing situations, almost all of my dynamic buffers are filled at once, then everything is rendered. Outside of the situation described above, almost all normal scene rendering happens by filling the buffers once, then rendering everything after. As a side note, do you think this non-2D process would be better served with non-dynamic buffers? Anyway, based on the performance guide, it sounds like every call to
Would it be this simple? Or is there something I'm not understanding about how it works? Edit: One other thing. In situations like this, is there a separate function that can be called instead of handling it this way? For example, is there a way I can send |
Beta Was this translation helpful? Give feedback.
Replies: 1 comment 2 replies
-
Maybe. Hard to tell until you try.
This processing is not very expensive, but adds up.
That sounds reasonable. Take a look at the asteroids sample. It is doing very similar thing.
No, it is internal to the draw command and you should use the flag. |
Beta Was this translation helpful? Give feedback.
Maybe. Hard to tell until you try.
This processing is not very expensive, but adds up.
That sounds reasonable. Take a look at the asteroids sample. It is doing very similar thing.
No, …