I don't understand this statement:
"This instancing allows the application to cull instances that are, for example, outside the view frustum."
from https://developer.arm.com/documentation/101897/0200/shader-code/uniforms
How is it possible to do CPU view frustum culling with instancing ? Or does it refer to GPU view frustum culling ?
Tzuchien Chiu said:How is it possible to do CPU view frustum culling with instancing ?
Exactly the same way you would do frustum culling without instancing. Test each instance's bounding box against the frustum, upload a new uniform buffer containing only the visible instances.HTH, Pete
The statement actually means "instancing allows the application (users) to implement GPU view frustum culling". Is that right ?
I read it incorrectly: "instancing enables (CPU) view frustum culling".
Correct. The idea is that instancing is an improvement over static batching, for which such instance-wise culling would be impossible.
I'll raise a ticket with our docs team to improve the wording; it's not clear.
Pete
One of the main bottlenecks to the speed of a Direct3D application is the number of Draw calls that are issued to the GPU, along with the overhead of switching shader constants for each object that is drawn. Today, we are going to look at two methods of optimizing our drawing code MyPrepaidCenter