A simple technical demonstration of Cold Fusion's new fully cross-platform multithreaded realtime rendering engine, developed in C++14 and currently supporting OpenGL 4
A simple technical demonstration of Cold Fusion's new fully cross-platform multithreaded realtime rendering engine, developed in C++14 and currently supporting OpenGL 4.1 on PC and OpenGL ES 3.0 on mobile devices.Some detailed rendering metrics are displayed in the upper-right of the screen while animating the torus. From top-down: 1. Render Loop: The amount of CPU time (in milliseconds) required to prepare a single frame for drawing. The percentage amount displayed is based on a 60fps render
time. 2. Render Thread: The amount of GPU time (in milliseconds) required to render a single frame. Again, the percentage amount displayed is based on a 60fps render time. 3. Changes (Chg): The number of change commands submitted to the GPU: - sta: State changes (viewport/culling/depth test/etc) - shd: Shader binding changes - tex: Texture binding changes - uni: Uniform value changes 4. Draw: The number of draw commands submitted to the GPU: - vtx: The number of vertices - pri: The number of primitives 5. Render: The approximate frame rate which could be achieved if Vsync was not enabled. 6. Vsync: The actual frame rate of the scene, with Vsync enabled. 7. Latency: The time (in milliseconds) from when the frame time began calculation to when it was fully displayed on the display.The idea for this particular scene was inspired from the 2014.3 cover of Skrolli.fi magazine.
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