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@ -26,7 +26,7 @@ Difficulty of this task depends on features you want -- a super simple [flat sha
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Possible tricks, cheats and [optimizations](optimization.md) you may utilize include:
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- Using painter's algorithm (sorting triangles and drawing back to front) instead of z-buffer if you need to save a lot of RAM. But remember sorting doesn't work perfectly, glitches will inevitably appear, and you will probably gain overdraw penalty.
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- Using painter's algorithm (sorting triangles and drawing back to front) instead of z-buffer if you need to save a lot of RAM. But remember sorting doesn't [work](work.md) perfectly, glitches will inevitably appear, and you will probably gain overdraw penalty.
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- Ad previous point: you don't have to perform whole triangle sorting each frame if you need to save speed, it may be good enough to perform a constant continuous sorting by performing only a few iterations of some sorting algorithm per frame.
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- You may lower the quality of far-away objects in many ways, e.g. with [LOD](lod.md), only using affine texturing for them (as opposed to perspective-correct one) or even just using a constant color (average color of the texture), maybe even just drawing 2D sprites instead of 3D models etc. This may help a lot.
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- Generally use cheap [approximations](approximation.md) such as [Gouraud](gouraud.md) (per-vertex) [shading](shading.md) instead of [Phong](phong.md) (per-pixel), nearest neighbour texture sampling, only approximate perspective correction (every N pixels), simplified handling of near-plane culling (e.g. just pushing the vertices in front of camera instead of actually culling a triangle) etc.
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