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floydx

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About floydx

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  1. I try to keep this in mind, thanks a lot!
  2. @Misantes: I understand your approach, it's definitely worth a try!   @noodleBowl: I hope using model matrices are no performance hit compared to manually rotating and scaling, because I have kind of a scene node tree which works heavily with matrices :)   Ok, now I have a lot of stuff I can try. One thing I take from here is, that obviously there seems not to be the "best" solution. I'll give texture arrays and texture atlasses a try...   Thank you very much again, you're great!
  3. But in texture arrays the images all have to be the same size, right? My images can vary in size very much...
  4. Okay... As far as I understand this leeds to quite advanced shader code, which I'm not able to do yet.   So I think I stick to the texture atlas and VBO, which seems the only solution appropriate and which I understand so far :/   Any further opinions/suggestions are welcome!
  5. Sorry for the delay.   @Misantes: Thank you very much for the hint about texture arrays, I'll have look at it. Unfortunately my images strongly vary in size, so I don't know if it fits very well...   @radioteeth: I just read a little about buffer textures (never heard of them before :) ). Do you mean to transfer the vertex information via buffer texture to GPU? I do not really unterstand what's the difference to VBO then? I really would like to accept the offer for some pointers!   Thank you very much, floyd
  6. Hey guys, I try to target some performance issues in my 2D game (OpenGL 3). I hope you can help and clearify some details, thank you very much in advance! Until now I render each image with it's own texture, which makes a LOT of texture switching necessary, and this is probably the reason for the bad performance. Now I want to merge the images to texture atlasses. I googled a lot and did not find the best practice for rendering. Is it the "best" way of creating a dynamic VBO at each frame? One thing I did not understand is the fact that I can only pass one render matrix to the shader. But the seperate objects, although coming from the same texture, all have different positions, rotation, scale and so on... So is it correct that I have to calculate the position of the vertices with CPU and pass all precalculated coordinates WITHOUT matrix to the shader? I think I could ask more questions, but this is the biggest question in my head for now :) ... Maybe the rest is self-explanatory as soon as I understood this... Thank you very much! Regards, floyd
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