Opened 7 years ago
Last modified 5 years ago
#4719 new enhancement
GUI deferred and batch rendering
Reported by: | Vladislav Belov | Owned by: | |
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Priority: | Should Have | Milestone: | Backlog |
Component: | Core engine | Keywords: | |
Cc: | Patch: |
Description
Currently, GUI elements are drawing itself with very simple batching. We've discussed with @wraitii, and opinion is: we should group all elements and draw them by 1-2 draw calls to prevent issues like D148, to improve performance and easily renderer switching.
I suggest to use submit way and make it in several steps:
- Batch/group sprite rendering.
- Batch/group text rendering.
- Batch/group special rendering (i.e. charts, input or minimap), where GL functions are used directly.
- Improve renderer
Change History (2)
comment:1 by , 7 years ago
comment:2 by , 5 years ago
Component: | UI & Simulation → Core engine |
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Stumbled upon another place where this Z index issue is prevalent: Rendering 20 hero/relic in the top panel (
panelEntities
insession/
, refs Phab:D814) and then opening the gamespeed dropdown, possibly changing the Z value so that the dropdown ought to be in the foreground.