Best practice for setting Effect parameters in XNA
        Posted  
        
            by 
                hichaeretaqua
            
        on Game Development
        
        See other posts from Game Development
        
            or by hichaeretaqua
        
        
        
        Published on 2012-10-15T12:49:42Z
        Indexed on 
            2012/10/16
            17:22 UTC
        
        
        Read the original article
        Hit count: 539
        
I want to ask if there is a best practice for setting Effect parameters in XNA. Or in other words, what exactly happens when I call pass.Apply(). I can imagine multiple scenarios:
- Each time Applyis called, all effect parameters are transferred to the GPU and therefor it has no real influence how often I set a parameter.
- Each time Applyis called, only the parameters that got reset are transferred. So caching Set-operations that don't actually set a new value should be avoided.
- Each time Applyis called, only the parameters that got changed are transferred. So caching Set-operations is useless.
- This whole questions is bootless because no one of the mentions ways has any noteworthy impact on game performance.
So the final question: Is it useful to implement some caching of set operation like:
private Matrix _world;
public Matrix World
{
    get{ return _world; }
    set 
    {
        if (value == world) return;
        _effect.Parameters["xWorld"].SetValue(value);
        _world = value;
    }
}
Thanking you in anticipation.
© Game Development or respective owner