Jacob Merrill <[email protected]> wrote: > will instancing and static draw call batching be planned for the realtime > render? >
Not sure to what extent we can do these, but high performance & low overhead continue to be goals. This includes instancing & sharing draw data. Remember that this is primarily for editing/creating. Game engines have a natural performance advantage vs. an interactive viewport. is forward+ rendering possible with a 3.2 glsl profile? > > If so we'll have to use OpenCL for the light culling part. GLSL doesn't provide compute shaders until version 4.3. Btw we're targeting GL 3.3 now, a small step up from 3.2. Mike Erwin musician, naturalist, pixel pusher, hacker extraordinaire _______________________________________________ Bf-committers mailing list [email protected] https://lists.blender.org/mailman/listinfo/bf-committers
