Jump to content
  • Advertisement
Sign in to follow this  
  • entries
    4
  • comment
    1
  • views
    1750

texture regions 1

Sign in to follow this  
iosys

277 views

I'm doing a comparison test for:
1) drawing a native 512x512 texture to each quad
2) drawing a 512x512 region of a 2048x2048 texture to each quad
3) drawing a 2048x2048 texture to each quad.

I've written a function to set up a quad patch of specified columns, rows and quad size to test this. A quad patch of 10 columns by 10 rows, or 100 quads, or one batch of 200 primitives is made. The project was compiled to an exe. Average frames per second over 20 seconds.

Test System A
1st run: 1) 1042 2) 1042
2nd run: 1) 1052 2) 1050
3rd run: 1) 1047 2) 1055
4th run: 3) 1040

Test System C
1st run: 1) 560 2) 560 3) 560

No final conclusion. There is nearly no difference in comparison. I will run a few more tests with much larger/multiple quad patches and various textures.
Sign in to follow this  


0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!