Wined3d textureless rendering

Bruno Jesus 00cpxxx at gmail.com
Sun Dec 18 12:38:30 CST 2016


On Wed, Dec 14, 2016 at 11:59 AM, Henri Verbeet <hverbeet at gmail.com> wrote:
> 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().

Thanks! I'm trying and having "interesting" experiences.



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