lisux Posted August 29, 2006 Share Posted August 29, 2006 Hi list. I am making some shaders to be used in sprites. All the time you create a shader in VEXBuilder any parameter check if it is bounded to any attribute. So If you see the code generated by VEX Builder for your shader there one bounding variable and one isbound() call per parameter. I think that this can consume computing time. maybe a little but when you are rendering many sprites it could be significant. So there is a ny way to disable that VEXBuilder generates all the "bounding checking" code for a given parameter? Thanks Quote Link to comment Share on other sites More sharing options...
Jason Posted August 29, 2006 Share Posted August 29, 2006 I think that this can consume computing time. maybe a little but when you are rendering many sprites it could be significant. Hey Zoki, You don't have to worry about this because VEX code is pre-optimized just before execution. Please read this: VEXGoryDetails. Cheers, Jason Quote Link to comment Share on other sites More sharing options...
lisux Posted August 30, 2006 Author Share Posted August 30, 2006 Hey Zoki,You don't have to worry about this because VEX code is pre-optimized just before execution. Please read this: VEXGoryDetails. Cheers, Jason Thanks Jaosn. I am Lisux Quote Link to comment Share on other sites More sharing options...
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