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Apr 15, 2014 at 2:59 vote accept igrad
Apr 14, 2014 at 21:40 answer added cdoty timeline score: 9
Apr 14, 2014 at 21:15 answer added Laurent Couvidou timeline score: 4
Apr 14, 2014 at 14:14 history tweeted twitter.com/#!/StackGameDev/status/455710776532422656
Apr 14, 2014 at 6:53 comment added SurvivalMachine On tiled mobile GPUs (all iOS devices) you should clear even if the whole screen will be overdrawn.
Apr 14, 2014 at 3:09 comment added Lasse On older and less powerful gpus it can be beneficial to not clear the color buffer. I for example have gained a ms or two for not clearing on my laptop with nvidia quadro gpu. Still, there is very little to gain if you are using depth buffering.
Apr 13, 2014 at 20:32 comment added Patrick Hughes As mentioned, hardware is extremely optimized to clear buffers and if you're using a depth buffer at all it's a step you already have to take to at least that extent.
Apr 13, 2014 at 19:38 comment added dragons Check out Dirty Rectangles. Basically you re-render the space where the object was 1 frame ago and outside that space, becouse nothing produced a movement there.
Apr 13, 2014 at 18:56 comment added bcrist Clearing the framebuffer is such an optimized task, skipping it is really unlikely to give you any kind of measurable gains. In fact, in some cases not clearing the framebuffer between frames can actually be slower.
Apr 13, 2014 at 18:39 comment added user30331 No, you don't. As long as you draw to every pixel, every frame, there's really no need to clear the colour buffer as far as I'm aware.
Apr 13, 2014 at 18:37 history asked igrad CC BY-SA 3.0