terrain shader performance improvement (tested on opengl only, please test on directx)

This commit is contained in:
scrawl 2012-02-28 16:41:05 +01:00
parent 5b5e8ba4fd
commit abcf25ead2

View file

@ -1113,10 +1113,17 @@ namespace Ogre
"." + blendChannel;
// generate early-out conditional
/* Disable - causing some issues even when trying to force the use of texldd
// Disable - causing some issues even when trying to force the use of texldd
// comment by scrawl:
// on a NVIDIA card in opengl mode, didn't produce any problems,
// while increasing FPS from 170 to 185 (!!!) in the same area
// so let's try this out - if something does cause problems for
// someone else (with a different card / renderer) we can just
// add a vendor-specific check here
if (layer && prof->_isSM3Available())
outStream << " if (" << blendWeightStr << " > 0.0003)\n { \n";
*/
// generate UV
outStream << " float2 uv" << layer << " = layerUV" << uvIdx << uvChannels << ";\n";
@ -1165,10 +1172,17 @@ namespace Ogre
}
// End early-out
/* Disable - causing some issues even when trying to force the use of texldd
// Disable - causing some issues even when trying to force the use of texldd
// comment by scrawl:
// on a NVIDIA card in opengl mode, didn't produce any problems,
// while increasing FPS from 170 to 185 (!!!) in the same area
// so let's try this out - if something does cause problems for
// someone else (with a different card / renderer) we can just
// add a vendor-specific check here
if (layer && prof->_isSM3Available())
outStream << " } // early-out blend value\n";
*/
}
//---------------------------------------------------------------------
void TerrainMaterialGeneratorB::SM2Profile::ShaderHelperCg::generateVpFooter(