Reduce count of GraphicsPipelineConfigurator #1213
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avilkinnick
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As general rule you want to share as much state in the scene graph as you can, and minimize the number of different GraphicsPipeline that the scene has. The vsg::SharedObjects class provides support for this, and this is use by the vsgXchange::assimp and the vsg::Builder class, this enables sharing of state as as well as the GraphicsPipelineConfigurators. Another approach is done in the vsg::tile ReaderWriter which creates a single GraphicsPipelineConfigurator for a tiled databases and then reuses it there after. This approach is most lightweight but it can get away with as all tiles have the same requirements w.r.t textures and shaders. |
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Hello, now i am loading may models like pagedLod and for every of them I am creating new GraphicsPipelineConfigurator like this:
Models differ only by data, but using same shader, is there any way to create only one GraphicsPipelineConfigurator and will it optimize my program somehow?
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