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@@ -169,7 +169,7 @@
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<h1>Internals<a class="headerlink" href="#internals" title="Permalink to this headline">¶</a></h1>
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<div class="section" id="sort-based-draw-call-bucketing">
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<h2>Sort based draw call bucketing<a class="headerlink" href="#sort-based-draw-call-bucketing" title="Permalink to this headline">¶</a></h2>
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-<p>bgfx is using sort-based draw call bucketing. This means that submission order doesn’t necessarily match the rendering order, but on the low-level they will be sorted and ordered correctly. On the high level bgfx uses declarative API and internal sorting allows more optimal way of submitting draw calls for all passes at one place, and on the low-level this allows better optimization of rendering order. This sometimes creates undesired results usually for GUI rendering, where draw order should usually match submit order. bgfx provides way to enable sequential rendering for these cases (see <code class="docutils literal notranslate"><span class="pre">bgfx::setViewMode</span></code>).</p>
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+<p>bgfx is using sort-based draw call bucketing. This means that submission order doesn’t necessarily match the rendering order, but on the low-level they will be sorted and ordered correctly. On the high level bgfx uses <strong>declarative API</strong> and internal sorting allows more optimal way of submitting draw calls for all passes at one place, and on the low-level this allows better optimization of rendering order. This sometimes creates undesired results usually for GUI rendering, where draw order should usually match submit order. bgfx provides way to enable sequential rendering for these cases (see <code class="docutils literal notranslate"><span class="pre">bgfx::setViewMode</span></code>).</p>
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<blockquote>
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<div><ul class="simple">
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<li><p>More detailed description of sort-based draw call bucketing can be found at: <a class="reference external" href="http://realtimecollisiondetection.net/blog/?p=86">Order your graphics draw calls around!</a></p></li>
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