[gameprogrammer] Re: Optimizing opengl rendering
- From: Scott Harper <lareon@xxxxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Wed, 6 Apr 2005 08:18:32 -0600
You may well be doing this already, but some form of offscreen culling
is always helpful -- you take things that aren't visible and skip
rendering them. In 2D, I think this is AMAZINGLY easy, as you needn't
perform any frustum calculations, etc.
Also, display lists would be pretty easy to set up, I think, as you can
simply render a display list item for each tile (I'm probably
butchering the terminology here >.<), then call that display list have
offset where you want to put it. Everything I've read seems to
indicate that great speed gains are made with display lists in larger
apps, because it seriously minimizes the number of methods (okay,
functions, since we're talking about C/C++ for SDL ^_^) called, which
(I recall) is generally one of the slower things you can do in
programming. Along with division if I remember correctly.
Hope some of this may be newer to you and offer aid in your search. If
not, well, I tried. ^_^
--Scott
On 06 Apr, 2005, at 3:17 AM, jorgefm@xxxxxxxxx wrote:
> I'm trying to optimize the way the rendering is to free the maximum
> CPU time that i can, because my target platform is an embedded device
> where the other processes are more important than the game, like real
> devices control, sensors, etc. Then I'm trying to put the graphic chip
> to work to unload the CPU.
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- References:
- [gameprogrammer] Re: Optimizing opengl rendering
- From: jorgefm
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- » [gameprogrammer] Re: Optimizing opengl rendering
- [gameprogrammer] Re: Optimizing opengl rendering
- From: jorgefm