Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Implement draw call batching for repeat draw calls #9

Open
nsgomez opened this issue Sep 5, 2023 · 0 comments
Open

Implement draw call batching for repeat draw calls #9

nsgomez opened this issue Sep 5, 2023 · 0 comments
Assignees
Labels
enhancement New feature or request
Milestone

Comments

@nsgomez
Copy link
Owner

nsgomez commented Sep 5, 2023

This is an extension of issue #8. SCGL directly calls glDrawElements for every cGDriver::DrawElements call, which intuitively makes sense, but also causes a lot of overhead when there are several draw calls in a row being made for the same object, just in different places.

The game's DirectX driver has a PrimitiveManager that sits between the game's graphics director and the graphics API, which allows it to batch draw calls together when the primitives being drawn are all the same. Something similar for SCGL should help improve performance.

@nsgomez nsgomez added the enhancement New feature or request label Sep 5, 2023
@nsgomez nsgomez self-assigned this Sep 5, 2023
@nsgomez nsgomez added this to the 0.3-alpha milestone Sep 5, 2023
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
enhancement New feature or request
Projects
None yet
Development

No branches or pull requests

1 participant