Original Post
Hi guys,
I've a quick question for you.
I'm building this simple 2D game where I've to render a few particles on the screen behind a few other polygons. What I'm doing now is using 4 vertexes for each particle; I render the background, then i switch texture and render the particles, then I switch texture again and render the topmost polygons.
Unfortunately, as long as I'm on a mobile device, when reaching 600/800 particles the system starts to slow down as long as I'm sending too many vertexes to the graphic card.
I was wondering if it could be helpful to switch to point sprite rendering for the particles, so that I have to submit less geometry. However, as I understood, this will break my batching as long as it will require me to change not only the texture, but also the blend function and a few other rendering options.
Do you think it makes sense to try out Point sprites or the cost of switching the "rendering mode" is not worth the lowering of the vertexes ?
Thanks!
I've a quick question for you.
I'm building this simple 2D game where I've to render a few particles on the screen behind a few other polygons. What I'm doing now is using 4 vertexes for each particle; I render the background, then i switch texture and render the particles, then I switch texture again and render the topmost polygons.
Unfortunately, as long as I'm on a mobile device, when reaching 600/800 particles the system starts to slow down as long as I'm sending too many vertexes to the graphic card.
I was wondering if it could be helpful to switch to point sprite rendering for the particles, so that I have to submit less geometry. However, as I understood, this will break my batching as long as it will require me to change not only the texture, but also the blend function and a few other rendering options.
Do you think it makes sense to try out Point sprites or the cost of switching the "rendering mode" is not worth the lowering of the vertexes ?
Thanks!