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Author Topic: Couple questions on graphics programming  (Read 39996 times)

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Offline TrevorSaldana

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Couple questions on graphics programming
« on: July 26, 2019, 08:05:40 AM »
Hi. Lately I was having fun with computer graphics, vulkan specifically (but these questions involve all APIs), i got some stuff working like own memory manager etc. but I found myself unable to answer some quite basic questions regarding performance and the optimal way of doing thing.xvideos xnxx xxx


These are some of the basic questions I couldn't find the answer to:

are redundant indices hurting performance, if I fill my index buffer with data like {0, 1, 2, 2, 3, 0, 0, 0, 0, 0 ,0 ,0} and draw every one of them, will there be any performance impact if my vertex shaders get complex, or will the driver recognize that this draw won't result in any fragments drawn and discard them?

Is there a performance penalty for multiple draw calls? vulkan specifically, since all draw calls are contained in a single command buffer there shouldn't be anything different when splitting your draw call into smaller pieces, am I correct?

Should interpolation be performed cpu side or gpu side, and if it's like im suspecting, the gpu side, once I get to skeletal animation will I be able to interpolate there?
« Last Edit: July 27, 2019, 03:59:29 PM by TrevorSaldana »