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<?xml-stylesheet type="text/xsl" href="http://blogs.msdn.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Bitfield renderstates</title><link>http://blogs.msdn.com/shawnhar/archive/2007/10/26/bitfield-renderstates.aspx</link><description>To manage renderstates in the MotoGP engine , I used the "every man for himself" approach described in my previous post . To make this fast, I had the following goals: Drawing methods should be able to specify exactly what states they want, using a compact,</description><dc:language>en</dc:language><generator>CommunityServer 2.1 SP1 (Build: 61025.2)</generator><item><title>re: Bitfield renderstates</title><link>http://blogs.msdn.com/shawnhar/archive/2007/10/26/bitfield-renderstates.aspx#5710547</link><pubDate>Sat, 27 Oct 2007 15:50:49 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:5710547</guid><dc:creator>Ultrahead</dc:creator><description>&lt;p&gt;Nice articles. Keep'em coming, mate!&lt;/p&gt;
&lt;p&gt;As said in your previous article, this could be optimize if you group your entities by category (maybe with an autolist), so you can do the checking once per group, then called draw, reset, and so on ...&lt;/p&gt;
&lt;p&gt;... which in turn lets you, say, take advantage of instancing, where needed.&lt;/p&gt;
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