Wined3d textureless rendering

Henri Verbeet hverbeet at gmail.com
Wed Dec 14 07:59:22 CST 2016


On 14 December 2016 at 14:31, Bruno Jesus <00cpxxx at gmail.com> wrote:
> Hello everyone. Following my email last year email asking if rendering
> in wireframe could speedup a game (answer was no in many different
> ways) I have a new idea after playing Totaly Accurate Battle Simulator
> with its red and blue army.
>
> What if I skip applying every texture to every object? Probably
> everything would be black so I would need to use different incremental
> solid color to distinguish stuff in the screen. Would that save memory
> and also make games faster?
>
Probably, in some cases, depending on where the performance bottleneck
actually is. In fact, that's a performance analysis technique you can
use to figure out if your (shader) performance is limited by texture
lookups or by something else.

That doesn't mean you can generally apply that to make things go
faster though. Textures are used in a lot of places, sometimes
unexpected ones. Think for example about text in the user interface,
HUD elements, etc. If you want to experiment a bit, fixed function
texture lookups happen in shader_glsl_generate_ffp_fragment_shader(),
for shaders you'll want to look at anything that calls
shader_glsl_get_sample_function(), perhaps most notably
shader_glsl_tex().



More information about the wine-devel mailing list