Dear All,
let me have a general question, and confirmation:
In my game engine, I have a state graph to minimize the state changes.
Each mesh knows what ShaderProgram, and what Texture it uses,
and based on this info all of them are inserted into a simple graph, like below:
(sorry for the ascii art)
....
/
ShaderProgram1
/ \
/ \
Texture1 Texture2
/ \ \
/ \ \
Mesh1 Mesh2 Mesh3
My questions is:
This is my simple (and maybe bad) solution for state sorting, but in general,
is the state sorting stuff is still relevant on today’s GPU?
Should I still sort my meshes according to their Shader/Texture/Material whatever properties?
Or should I just simply draw the meshes, and let each mesh bind the ShaderProgram, and Texture it uses.
In that case a mesh would bind (glBindTexture) a texture which might be already bound,
or maybe it was already bound before by another similar mesh.
Thank You for sharing Your thoughts about this!
A