glEnable/glDisable(GL_LIGHTING )

This topic contains 2 replies, has 2 voices, and was last updated by  warmi 8 years, 10 months ago.

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  • #29633

    Hi ..


    Currently , in my code I am sorting my draw calls based on GL_BLEND, textures and vertex buffers ( in that order.) – this seems to be working pretty well.< ?: prefix = o ns = "urn:schemas-microsoft-com:office:office" />


    Now I have to somehow incorporate GL_LIGHTING into my sort order… I am wondering if, from a performance point of view , are  glEnable(GL_LIGHTING)/glDisable(GL_LIGHTING) calls considered context switch “heavy” and should I even  bother trying to group batches based on the GL_LIGHTING state   in other words, is calling glEnable(GL_LIGHTING) … glDisable(GL_LIGHTING)  repeatedly,  going to incur significant performance hit ?








    The cost depends on the platform and whether vertex processing is performed in hardware (i.e. VGP alongside MBX, or SGX). What is the average number of Enable/Disable(GL_LIGHTING) and other light state changes per frame without sorting?



    I got it working just fine.


    Having sorted my batches by blend/textures/geometry I have pretty much ordered them by their GL_LIGHTING property as well ( I have basically two basic sets of geometry – light mapped and using a single GL_LIGHT)

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