Open fallenoak opened 8 years ago
I might be mistaken on this... it looks like the flag goes away once the group is rendered once. However, something is clearly burning cycles on uniform updating...
The biggest culprit might be context switches between different textures (ie calls to bindTexture
and activeTexture
). In particular, probably because of layering, terrain tends to cause a lot more of these calls than, say, a few WMOs or doodads.
Not sure what the best way to reduce these context switches would be.
It would appear that objects with transparent materials are sorted by depth, whereas opaque objects are sorted by material. We're overusing transparent materials for M2s: the no-backface-culling flag and blending mode 1 both cause transparent flagging, even though neither case ought to necessitate it.
Even when a scene has fully loaded and the camera is stationary, uniform uploads seem to be burning a rather large amount of CPU time. What's happening?