[gameprogrammer] Re: Optimizing opengl rendering

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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