*giggling laughter*
My teapot army is almost assembled.
Pretty happy with this, 45 fps with software rendering. Before the last hour of optimising, it was closer to 20 fps.
*giggling laughter* My teapot army is almost assembled. Pretty happy with this, 45 fps with software rendering. Before the last hour of optimising, it was closer to 20 fps. 4 comments
@dequbed Turns out it was just that it was using a silly strategy for parallelising vertex shader invocations which in this case translated to 'don't parallelise', so I was paying the overhead of spinning up threads for nothing. |
This is, should anybody care, one of the rendering demos for my software rendering crate that makes low-level graphics programming fun again: https://www.github.com/zesterer/euc