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  800 by 600 map with points or quads  (Read 1521 times)
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Offline MickeyB

Senior Member




my game will work, my game will work!


« Posted 2008-11-11 21:00:46 »

I want to cover an 800 by 600 space with small dots that touch.  The plan is to control the color of each dot to show terrain height without going 3D.  I tried 4 px by 4px quads and when you render 300, fps drops into the 40's on my dev box.  3000 gl_points is around 90 fps but covers very little of the screen.   Ideas out there.   Not only will I showl height, but pop density, terrain type, etc (one at a time)

MickeyB

Current Project: http://www22.brinkster.com/mbowles/
Offline kevglass

JGO Kernel


Medals: 153
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #1 - Posted 2008-11-11 21:03:58 »

How are you rendering the quads - 300 quads/600 triangles shouldn't really have much impact on a modern card?

Kev

Offline MickeyB

Senior Member




my game will work, my game will work!


« Reply #2 - Posted 2008-11-11 21:30:49 »

Very simple right now.   7600 quads at a h and w of 8  looping and incrementing the x and y so they fill the screen completely.

MickeyB

Current Project: http://www22.brinkster.com/mbowles/
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Offline ewjordan

Junior Member





« Reply #3 - Posted 2008-11-11 21:45:00 »

7600 quads might cause more trouble than 300, but I've definitely seen worse (and I don't think I've ever seen 300 cause a frame rate drop).  How are you doing your drawing calls?  If you're using immediate mode that might be a problem, also any OpenGL state changes between each call could slow things.
Offline MickeyB

Senior Member




my game will work, my game will work!


« Reply #4 - Posted 2008-11-12 14:17:42 »

ok, found I was hoping into Orhto mode quite often, pullled that out.  Alson, generated a list for my quad (not sure if that is needed).  Same frame rate.  About 13-14 fps with 7500 quads.

Any other ideas on a way to go about what I am looking for?  Via data, going to generate a "map" hopefully with very small "tiles" so each tile can be colored based on data, gues like a giant particle system in which every particle is alway "on" to some degree.

EDIT:  I must be doing something very inefficient, upped the tilezise to 32, putting about 485 tiles in the 800*600 and getting 22 fps.  Back to code review.

EDIT: Changed a fill coler to a texture and upped it to 96 FPS....hmmm.

MickeyB

Current Project: http://www22.brinkster.com/mbowles/
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