S
sfx1999
Guest
I was wondering if anyone would like to share there OpenGL optimization techniques?
I will share one:
Scissor testing portals and lights:
Whenever you use per pixel lighting and/or portals, you can do this. There may be a problem scissor testing portals and lights, though. You can project the boundaries of lights and portals into screen space, and then use scissor testing to eliminate polygons from ever going to be depth tested.
I will share one:
Scissor testing portals and lights:
Whenever you use per pixel lighting and/or portals, you can do this. There may be a problem scissor testing portals and lights, though. You can project the boundaries of lights and portals into screen space, and then use scissor testing to eliminate polygons from ever going to be depth tested.