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quick render state question
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If I recall, it''s partially dependent upon which graphics drivers are installed. If you use the debug build of Direct3D, you''ll notice in the debug output that it often says that it is ignoring rendundant SetRenderState() calls, and similar things. However, I''ve noticed that, at least sometimes, handling redundant settings manually, instead of allowing DirectX to do the work, can noticeably improve performance.
Personally, I would first try to design my engine so that redundant settings aren''t often made in the first place. Then, I would let DirectX handle the settings, while I worked on other things. Finally, after the majority of the engine was in place, if I noticed that the redundant settings were causing performance issues, I would then handle them manually.
Most of the greatest evils that man has inflicted upon man have come through people feeling quite certain about something which, in fact, was false.
-Bertrand Russell, Unpopular Essays, "Ideas That Have Harmed Mankind"
Personally, I would first try to design my engine so that redundant settings aren''t often made in the first place. Then, I would let DirectX handle the settings, while I worked on other things. Finally, after the majority of the engine was in place, if I noticed that the redundant settings were causing performance issues, I would then handle them manually.
Most of the greatest evils that man has inflicted upon man have come through people feeling quite certain about something which, in fact, was false.
-Bertrand Russell, Unpopular Essays, "Ideas That Have Harmed Mankind"
Which is the quickest. A simple if statement in your code, or a call into D3D which may or may not do it's own processing before (probably) calling into the (kernel mode) driver.
Edit: Oh yeah, try comparing against just the call on it's own.
[edited by - DBX on April 26, 2004 1:27:10 PM]
Edit: Oh yeah, try comparing against just the call on it's own.
[edited by - DBX on April 26, 2004 1:27:10 PM]
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