Instancing

Vertex Texture Sample

TBDR GPU Architecture

    |====================|
    | Vertex Processor   |
    |====================|
              |
              \/
    |====================|          
    | Tile Processor     |
    |====================|
              |
              \/
    |====================|          
    | Raster Processor   |
    |====================|
              |
              \/
    |====================|          
    | Rasterization      |
    |====================|
              |
              \/
    |====================|          
    | Fragment Processor |
    |====================|
              |
              \/
    |====================|          
    | Tile Store         |
    |====================|

tips:

use glclear avoid logical buffer load

Dependent Texture Sampling



Published

15 June 2013