Opened 7 years ago

Last modified 5 years ago

#4719 new enhancement

GUI deferred and batch rendering

Reported by: Vladislav Belov Owned by:
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:

  1. Batch/group sprite rendering.
  2. Batch/group text rendering.
  3. Batch/group special rendering (i.e. charts, input or minimap), where GL functions are used directly.
  4. Improve renderer

Change History (2)

comment:1 by elexis, 7 years ago

Stumbled upon another place where this Z index issue is prevalent: Rendering 20 hero/relic in the top panel (panelEntities in session/, refs Phab:D814) and then opening the gamespeed dropdown, possibly changing the Z value so that the dropdown ought to be in the foreground.

comment:2 by Imarok, 5 years ago

Component: UI & SimulationCore engine

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