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> Changes this stuff is probably not a trivial operation and requires a lot of communication with the GPU which is slow (just a guess).

The GPU underneath looks a lot more like Vulkan than it does like OpenGL. Changing state should, in general, not require communicating with the GPU at all, that happens once you draw stuff (or do other operations like compiling shaders or creating textures).



Yeah, but the problem specifically with GL is that it is almost unpredictable what actually happens at 'draw time', because small GL state changes can be amplified into big GPU state changs.


Yeah, that's definitely an issue. Vulkan has some of the same issues, they're just moved to the pipeline creation stage.




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