I have a single texture of 4 different rollup doors (4 different doors for variety) and in one model I have set two different scalings (e.g., 3m x 3m and 3m x 4.5m) for that texture because I have two different door sizes to texture. I know that different material types cost more work but what about scaling? In this example, is the "cost" 2 calls to the GPU or just one? I'm assuming it's just one because I figure what's going on "under the hood" is everything is handled in the UV data and over not in the GPU.
I'd appreciate it if someone on the team could confirm/refute my assumption.
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Question on texture workload
#2
Posted 19 April 2012 - 09:22 AM
It's basically only subobjects and materials that affect the draw call count, which is probably the biggest performance variable shape makers can influence directly. The UVs themselves are of no consequence for performance, they're all passed in a single block of data for each subobject+material pair.
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