Infinisearch
Veteran
Recently I made a post on LOD on gamedev.net and the issue of triangle size came up and I was directed to this webpage.
http://www.g-truc.net/post-0662.html
I was under the impression that triangles were rasterized into quads, and then the quads (or pixels) were batched up into warps/wavefronts to be scheduled for execution. However the performance drops seen by the author of the webpage suprised me and seem to counter what I thought. Could anyone take the time to explain to me the mechanics of the performance drops seen by the author?
Thanks in advance for any help.
http://www.g-truc.net/post-0662.html
I was under the impression that triangles were rasterized into quads, and then the quads (or pixels) were batched up into warps/wavefronts to be scheduled for execution. However the performance drops seen by the author of the webpage suprised me and seem to counter what I thought. Could anyone take the time to explain to me the mechanics of the performance drops seen by the author?
Thanks in advance for any help.