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schattentod

How do I program OGL for low-end computers

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Hi there! I made a game, and our yearbook group tought it would be nice to pack it on a floppy to go alongside. Problem is, for that my game would have to run on low-end computers, say 300 MHz with mediocre graphics card. The game uses texture mapped quads within a single plane, no depth buffering, no lighting and runs at 640x480x16. However, it does use blending and mipmapping, as well as outline fonts (thought those were better than texture-mapped). What can I do to speed it up somewhat? If OpenGL cannot do this, then what library can? Thanks! -------------------------- Death from the shadows.

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Have you actually tried to run the game on low end hardware? If so - what are the results? Is it unplayable?

As to improving performance, All you can do is improve your own algorithms

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well, if the hardware dont support opengl, then your alternitive is d3d (better supported on older hardware). sorry but thems the breaks.

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I''ve tried running it on my mothers 300MHz Celeron with on-board graphics card (a heinous crime, if you ask me). The frame rate was somewhere around 1. Except for that, there was no trouble.

As for d3d, I don''t know anything about it, and I''d really hate to have to learn it. Isn''t there some kind of sprite library that supports transparency?

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What you''re trying to do is run your OpenGL code on hardware that only supports software rendering, right?

First off, these things will kill performance in software rendering:

High resolution
Linear / trilinear texture filtering
Blending

There are others, but I think those are the worst. Since you''re using alpha blended sprites, you can''t really cut out blending. Try making your program use nearest and nearest mipmap nearest texture filtering.

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quote:
Original post by schattentod
Isn''t there some kind of sprite library that supports transparency?



I don''t know of it will help, but what about using Targa files with a built-in alphachannel?



''Qui habet aures audiendi audiat'' - Me

A link to the website of my 3D engine will follow as soon as I have something concrete to show... Which will be soon.

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