[gameprogrammer] Re: Optimizing opengl rendering

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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