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MediaPortal 2
Skins and Design
Skinning contest: One month to go
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<blockquote data-quote="Baboonanza" data-source="post: 678331" data-attributes="member: 101901"><p><strong>Re: AW: Skinning contest: One month to go</strong></p><p></p><p></p><p>The advantage we have is that implementing it in the SkinEngine means we can optimise it to work with well with DirectX. Usually you'd pack all the particles into a single vertex buffer and render them all in one draw call. There are then serveral different ways to modify/update their individual positions, such as using an algorithm in the vertex shader or just updating the whole buffer every frame.</p><p></p><p>In contrast what you (and the example) are doing in WPF requires lots of extra code to be executed, since the underlying framework is treating every ellipse as an independent object. Combined with all the extra GPU state changes required it's really inefficient. There are comments from people in that example who are complaining that the particle system is using 75%+ of a dual core CPU. We can do <em>much</em> better than that <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>That example is very useful as a guide to the interface we should have though.</p></blockquote><p></p>
[QUOTE="Baboonanza, post: 678331, member: 101901"] [b]Re: AW: Skinning contest: One month to go[/b] The advantage we have is that implementing it in the SkinEngine means we can optimise it to work with well with DirectX. Usually you'd pack all the particles into a single vertex buffer and render them all in one draw call. There are then serveral different ways to modify/update their individual positions, such as using an algorithm in the vertex shader or just updating the whole buffer every frame. In contrast what you (and the example) are doing in WPF requires lots of extra code to be executed, since the underlying framework is treating every ellipse as an independent object. Combined with all the extra GPU state changes required it's really inefficient. There are comments from people in that example who are complaining that the particle system is using 75%+ of a dual core CPU. We can do [I]much[/I] better than that :) That example is very useful as a guide to the interface we should have though. [/QUOTE]
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Skins and Design
Skinning contest: One month to go
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