Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 3669650
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 19, 20262026-05-19T02:16:08+00:00 2026-05-19T02:16:08+00:00

Which is better ? To have one shader program with a lot of uniforms

  • 0

Which is better ?

  1. To have one shader program with a lot of uniforms specifying
    lights to use, or mappings to do (e.g. I need one mesh to be parallax mapped, and another one parallax/specular mapped). I’d make a cached list of uniforms for lazy transfers, and just change a couple of uniforms for every next mesh if it needs to do so.

  2. To have a lot of shader programs for every needed case, each one with small amount of uniforms, and do the lazy bind with glUseProgram for every mesh if it needs to do so. Here I assume that meshes are properly batched, to avoid redundant switches.

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-19T02:16:09+00:00Added an answer on May 19, 2026 at 2:16 am

    Most modern engines I know have a “shader cache” and use the second option, because apparently it’s faster.

    Also you can take a look at the ARB_shader_subroutine which allows dynamic linkage. But I think it’s only available on DX11 class hardware.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

So assume I have one class named Program which contains my whole program of
I was wondering which approach is better for designing databases? I have currently one
Does anyone have any advice on which method is better when caching data in
I am unsure on which approach will give me a better performance: I have
I have a .exe app which I want to understand better - I can
We have an application which has about 15000 pages. For better SEO reasons we
Possible Duplicate: A better way to compare Strings which could be null I have
PLEASE NOTE, I have found a work around which actually works out better for
I have one table of items, let's call it ITEMS. Now I need to
I have this: one string variable which holds the class name ( $classname )

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.