I've successfully manage to change the whole texture library in one day, I've spent 12+ hours on the project and its done. The results: slower more imprecise drawing calls, the thing is, I was assigning shaderresourseview pointers every draw call for all the objects I'm drawing in the scene and I thought it was a bottle neck, but passing them in a single call before the rendering loop didn't increase the speed, quite the opposite as for some reason I cant just assign a variable as an array index within hsls, so in order to get the resource view I need from the array I need to either transverse it with a for, or create a switch statement, this slows down the process as It has to be done every rendering cycle for every object in the model, which ironically, is slower than assigning the resource pointer. On the other hand it wasn't a full Array by pointer but an Array of 100 as once again hsls doesnt like more elements in a single array, maybe with a different structure this wouldn't be an inconvenience but the fact that I need to transverse the list instead of just letting the array know what element to look for makes the whole modification inconvenient, to say the least.
I revert my changes back to the version before the "improvements" so I basically lost all my they... or rather invested it in knowing that wasn't the right way to do it.
Yo soy Alberto y ese ha sido mi post.
Happy Codding!
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