[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.
>

Sorry for the delayed answer but i didn't get any email until I've
read the mailing list webpage!

I don't really have a slowdown because i'm rendering with an average of
43 fps. The quads average per frame is 220. I was thinking in
optimizing because now i have a working platform and i'm curious
about how much improve i can get using display lists, vertex arrays,
etc.

In other email I've read a quote about texture size from David. I've
used your glSDL idea of texture fake size. In the Intel extreme 2
opengl driver i have a maximum texture size of 1024, but i'm using
a maximum texture size of 256. With values over 256 I get a very big
slowdown. Then to use textures bigger than 256x256 i have to tile it.



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