3 ms·
i can hint at you that this is not an impossible problem even with a fairly decent res teapot :) p.s. why are you doing any matrix multiplies in a shader? i gu
by jheriko 13y ago
i can hint at you that this is not an impossible problem even with a fairly decent res teapot :)
p.s. why are you doing any matrix multiplies in a shader? i guess these are per-pixel? per-vert? even per-vert ones can be removed or reduced if you don't mind a little loss of generality and have e.g fixed view point or a non-rotating teapot ;)
edit: as a note the teapot mesh is a bit squashed - this was originally such an optimisation. it was originally meant to be rendered rotating around the vertical axis on a 4:3 display, so the teapot mesh has been deformed 3:4 where 3 is the vertical and 4 are the two horizontal axes... this saves the aspect ratio correcting multiply when its rendered out.