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authorArseny Kapoulkine <arseny.kapoulkine@gmail.com>2024-07-11 15:44:30 -0700
committerArseny Kapoulkine <arseny.kapoulkine@gmail.com>2024-08-16 07:36:12 -0700
commit0fde03c0e04fa7e056286eb3cf9a238213db3bfd (patch)
tree3c9ed42e10aa2a3ff668e7257bb5d998eadc62ef /thirdparty/basis_universal/transcoder/basisu_transcoder.cpp
parent96be44c0ec4bafcb08d78be1a584b751b424db9f (diff)
downloadredot-engine-0fde03c0e04fa7e056286eb3cf9a238213db3bfd.tar.gz
Optimize base and shadow meshes for cache
Previously, vertex cache optimization was ran for the LOD meshes, but was never ran for the base mesh or for the shadow meshes, including shadow LOD chain (shadow LOD chain would sometimes get implicitly optimized for vertex cache as a byproduct of base LOD optimization, but not always). This could significantly affect the rendering performance of geometry heavy scenes, especially for depth or shadow passes where the fragment load is light.
Diffstat (limited to 'thirdparty/basis_universal/transcoder/basisu_transcoder.cpp')
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