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Optimise using State Sorting

#171

Add state sorting layer between user-defined scene graph and WebGL to minimise state transitions on WebGL.

Traverse the user-defined scene graph to create a state graph which contains all the shaders, buffers, textures, variables etc. that are to be set on WebGL to render the next frame.
The state graph is a list of nodes each containing state for a geometry, each linked to nodes containing state for the materials/textures/matrices etc. that are active for that geometry. After the user-defined scene graph is traversed, the state graph is traversed to render the frame, while attempting to minimise the number of unnecessary repeated WebGL calls (like rebinds of the same buffer etc).

Other Benefits

  • State graph could hold object Z-depth order for transparency

Resources

Reported by lindsay.kay (at xeolabs) · September 11th, 2010 @ 04:02 AM

State: resolved
Milestone: V0.7.8

Activity

  1. lindsay.kay (at xeolabs)
    lindsay.kay (at xeolabs)
    • Milestone set to V0.7.8
    • State changed from new to resolved

    September 18th, 2010 @ 09:16 AM

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