Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (789)
Games in Android Showcase (234)
games submitted by our members
Games in WIP (864)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  OpenGL dynamic Vertex color attributes and Texture Coords.  (Read 3277 times)
0 Members and 1 Guest are viewing this topic.
Offline matheus23

JGO Kernel

Medals: 138
Projects: 3

You think about my Avatar right now!

« Posted 2012-05-21 15:49:46 »

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?

 - 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???

See my:
    My development Blog:     | Or look at my RPG | Or simply my coding
http://matheusdev.tumblr.comRuins of Revenge  |      On Github
Offline davedes
« Reply #1 - Posted 2012-05-21 18:01:16 »

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).

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...).

Pages: [1]
  ignore  |  Print  

hadezbladez (2595 views)
2018-11-16 13:46:03

hadezbladez (928 views)
2018-11-16 13:41:33

hadezbladez (2550 views)
2018-11-16 13:35:35

hadezbladez (499 views)
2018-11-16 13:32:03

EgonOlsen (3675 views)
2018-06-10 19:43:48

EgonOlsen (4028 views)
2018-06-10 19:43:44

EgonOlsen (2439 views)
2018-06-10 19:43:20

DesertCoockie (3246 views)
2018-05-13 18:23:11

nelsongames (3292 views)
2018-04-24 18:15:36

nelsongames (4262 views)
2018-04-24 18:14:32
Java Gaming Resources
by philfrei
2019-05-14 16:15:13

Deployment and Packaging
by philfrei
2019-05-08 15:15:36

Deployment and Packaging
by philfrei
2019-05-08 15:13:34

Deployment and Packaging
by philfrei
2019-02-17 20:25:53

Deployment and Packaging
by mudlee
2018-08-22 18:09:50

Java Gaming Resources
by gouessej
2018-08-22 08:19:41

Deployment and Packaging
by gouessej
2018-08-22 08:04:08

Deployment and Packaging
by gouessej
2018-08-22 08:03:45 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!