Been meaning to ask this for a while…
Does anyone have any benchmark data about the relative cost of modelview transforms on modern GPU consumer accelerators? By “relative cost” I mean in comparision to switching textures/materials/blendmodes, etc. Assume “proper” transforms (glTranslate, glRotate) rather than just an arbitrary glMatrix.
In more concrete terms, when designing an engine to handle lots of independently moving objects, does it make sense to draw primitives grouped by modelview transform (at the cost of additional texture binds) or by texture (at the cost of additional transforms, as you traverse your scenegraph once for each texture)?
Any info would be very much appreciated. All optimization tips I’ve seen - including the latest NVidia FAQ - seem to assume a Quakelike FPS setup where all scene geometry is static and all moving objects use 1 texture each, so the transform-sort-vs-texture-sort question gets ignored.