Closed JJJohan closed 1 year ago
The rendering is now technically bindless, using the scene manager to perform a single indirect draw call. There's room for improvement as re-used index buffers don't yet use instancing but otherwise it's working pretty well with the use of array of textures and a storage buffer to hold per-object data as opposed to per-object uniform storage.
Currently, all per-object data is bound per draw. I'd like to move towards a bindless system using indirect drawing which should also complement compute culling, trying out mesh shaders and likely RTX IO functionality.