Re: [Algorithms] Texture mip streaming prioritization
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From: Sebastian S. <seb...@gm...> - 2013-07-23 02:25:07
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On Mon, Jul 22, 2013 at 5:21 PM, Josh Green <in...@gm...> wrote: > > Unfortunately the above algorithm looks like it'd be very serial, and > involve a bunch of sorts... But I think it might acheive good results? > Seems reasonable. You should of course try to keep your texture requests in a priority queue instead of re-sorting in each iteration, and use "adjust key"/"decrease key" whenever you decide to drop a MIP level for a key. There are heap implementation where this operation is O(1) (e.g. Fibonacci heap), so it's at least possible to be efficient (in practice, depending on the number of textures, a straight binary heap a la STL may be faster due to being less complicated). Seb -- Sebastian Sylvan |