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- Optimize the number of passes. I am pretty sure you should be able to get that down to a 2 pass shader - although I will admit that most my shader programming has not been with 3DGS so there may be a limit that I am missing out on that causes you to render in this method. Use the first pass for culling to prevent overdraw and the second to actually render the lighting effects.



im not sure how unless i eliminate some the lights(which i plan on doing as soon as i get the newest beta that fixes the Max_lights problem). It seems to me that you can only calculate a maximum of 3 lights with falloff in one pass..there just arent enough output registers. Unless im missing something here and you can pack in more lights somehow.

In any case.. i like the idea of using a first pass to cull, but how can this be done.. how do you tell the second pass whats been culled already?

However you make a good points with using assembly to speed some parts.. i will look into that. Also Co-issuing calls is something i have no clue about.. i will look into this too.

As i said before however.. my framerates are quite good in my own maps.. there is certainly a lot of optimization that you can do in compiling.