gl-engine
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Initial renderer optimizations
- [X] Cache and share shaders
- [ ] Draw opaque meshes (front to back?)
- [ ] Draw transparent meshes (back to front)
- [ ] Minimize state transitions with delta only gl calls
Then I'm sure there are a lot of others to look at.
I'm also wondering if I should sort by some kind of bitwise sort key, where each priority sorting could be its own set of bits. I think I need to study some other engines and see how they are handling these optimizations.