tag:blogger.com,1999:blog-4217826068942535587.post2437258270051081834..comments2023-10-07T11:24:50.610+02:00Comments on Outerra: OpenGL Notes #2: Texture bind performanceOuterrahttp://www.blogger.com/profile/01028397138049592535noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-4217826068942535587.post-53948170638868240452012-11-16T14:09:09.406+01:002012-11-16T14:09:09.406+01:00Try posting to the nVidia developer forum and see ...Try posting to the nVidia developer forum and see if anyone has more info.<br /><br />https://devtalk.nvidia.comUnknownhttps://www.blogger.com/profile/08007147311708801470noreply@blogger.comtag:blogger.com,1999:blog-4217826068942535587.post-51075901490403701972012-11-16T10:59:29.782+01:002012-11-16T10:59:29.782+01:00@David Roger The meshes are still sorted by textur...@David Roger The meshes are still sorted by textures, the binding groups come atop of that. Besides, glUniform is not a problem, the performance hit shows up in the draw call following the texture bind. Binding the textures in groups and then passing the id in uniforms minimizes that hit.Laco Hrabcakhttps://www.blogger.com/profile/03654468440795093747noreply@blogger.comtag:blogger.com,1999:blog-4217826068942535587.post-64812336895194684652012-11-16T10:58:46.459+01:002012-11-16T10:58:46.459+01:00@Timothy Lottes I have updated the tables with dri...@Timothy Lottes I have updated the tables with driver versions. I was mainly working on the version 306.97 and 306.94 from Nsight package, I didn't test the old/slow version on the latest beta, I will try it today.<br />Laco Hrabcakhttps://www.blogger.com/profile/03654468440795093747noreply@blogger.comtag:blogger.com,1999:blog-4217826068942535587.post-66869285133436035502012-11-16T10:05:50.112+01:002012-11-16T10:05:50.112+01:00I did not realize that it's now possible to bi...I did not realize that it's now possible to bind that many textures...<br /><br />If you wanted to really optimize, you could still sort meshes by texture in order to minimize the number of calls to glUniform1i.<br /><br />If your scene has more than 192 texture, then you still need to bind textures every frame. In that context, you can try to find an algorithm that minimizes both the number of texture bindings and the number of uniform bindings. As I'm not sure that it's possible to optimize both at the same time, you may need to find the best tradeoff. Sounds fun!Anonymoushttps://www.blogger.com/profile/00124248570091112417noreply@blogger.comtag:blogger.com,1999:blog-4217826068942535587.post-50502734663450479662012-11-16T00:34:57.279+01:002012-11-16T00:34:57.279+01:00What NVIDIA driver are you using?What NVIDIA driver are you using?Anonymousnoreply@blogger.com