[gameprogrammer] Re: Optimizing opengl rendering
- From: tobias.langner@xxxxxxxxxxx
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Tue, 05 Apr 2005 19:05:30 +0200
David Olofson wrote:
>On Monday 04 April 2005 20.24, Scott Harper wrote:
>
>
>>Real quick before we get into optimising OGL, just using 2D quads
>>for a game, do you even NEED to optimise it? How bad of a framerate
>>hit are you getting? What's your system like? How many quads do
>>you have to be rendering before you start slowing down?
>>
>>
>
>Well, as an example, my SDL port of XKobo, Kobo Deluxe, supports
>OpenGL rendering through a wrapper that implements the SDL 2D API
>over OpenGL. There are more layers of abstraction in between the game
>logic and the SDL API at that, and I haven't bothered optimizing
>anything on the low levels.
>
>Every sprite is a quad. Large surfaces are tiled - that is, multiple
>quads. Every glyph in the text that scrolls and slides around over
>the map in the intro mode is one or two (due to internal tiling of
>the extremely wide SFont surfaces) quads. Every single "non-space"
>pixel in the radar display is a quad. There is quite a bit of not too
>optimized tiling and clipping logic in between the emulated SDL API
>and OpenGL.
>
I'm just curious - how is this wrapper called? Is it Open Source? Where
can you read the docs?
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