Original Post
Hi all, Reading this forum, many times when someone asks how to sort their render queue, the replayed order is something like (from most important to least important) pixel shader -> vertex shader -> texture -> vertex buffer -> vertex layout -> render states In my DX9 engine, a lot of objects use multipass rendering, the same geometry and texture is used to render multiple times with different shaders and render states (additive lighting passes). It is most obvious to render these passes right after each other, so I only have to change the shaders and a few render states (I think this is also somewhat along the lines multi-pass ID3DXEffect's are used) . My question is, is it worthy to sort all passes of all objects on shaders anyway, having to set the geometry, texture and shader-constants multiple times? I know, the best way to know is to build it, but it would take a lot of work compared to my current solution. thanks, Dietger