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  OpenGL dynamic Vertex color attributes and Texture Coords.  (Read 1828 times)
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Offline matheus23

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« Posted 2012-05-21 17:49:46 »

Okey guys... I really have a problem...
Consider a blocky world. That world is 2D, and there is lighting.

That lighting is applied as vertex-color attributes. That way I archieve nice-looking interpolated lighting.
The problem with this is following:

I use Immediate mode.
Problem with other modes are:

 - VBO: I don't want to create a new Mesh for every 4096*32*32*2 block...
 - One VBO: Impossible... I need to have 16*4 different Texture coords...
 - 16 VBO's: Impossible too, I need to have dynamic lighting... that means, I need to have non-predictable, 10.000+ different light values for each corner of the sprite/quad.
 - VAO: Slower... maybe due to very much dynamic traffic with the FloatBuffer?

Have you got any ideas?

Currently:
 - the vertices are dynamic for every block, to avoid matrix calculations.
 - the texture coords are dynamic, due to Packed "Sprite batches".
 - the colors are dynamic, due to lighting...

That means, currently EVERYTHING is dynamic.

I think point 1 (vertices) and 2 (texture coords) can be avoided, enabling Matrix transformations, and creating 16 different VBO's/whatever for every sprite in the sprite-sheet/batch.

But colors are tricky... can you help me? have you got any Ideas???

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Offline davedes
« Reply #1 - Posted 2012-05-21 20:01:16 »

Use simple vertex arrays (like LibGDX's SpriteBatch). My sprite batch looks like this (its very messy at the moment but it will give you an idea).
http://www.java-gaming.org/?action=pastebin&id=93

For better performance you could look into mapped VBOs. And if it's supported in the driver you should look into instancing (unfortunately not supported on my system...).

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