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  libgdx - TileMap-rendering- Huge performance problems  (Read 2639 times)
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Offline Phibedy

Senior Devvie


Medals: 9



« Posted 2013-01-13 09:18:33 »

Hi, I am trying to render my tilemap with meshes + shader + textureAtlas:
My problem:
if I got 60x60 Tiles -> 60 fps.
if I use a map of 100x100 Tiles -> 12 fps.

edit:
Thx to kalle__h from the irc channel  Grin
I have to batch the vertices.

best regards
Offline davedes
« Reply #1 - Posted 2013-01-13 17:07:14 »

Use SpriteBatch if you're rendering in 2D.

Offline Phibedy

Senior Devvie


Medals: 9



« Reply #2 - Posted 2013-01-22 23:16:41 »

I am using a mesh with indices + atlas, don't bind every single texture, for creating the atlas, I use the pixmappacker.
-> render 400 tiles with 56 fps, 25.000 at 12 fps, it's worth using it.
If you are using a mesh, you have to think of the length of the short[] of the indices -> create chunks.
My tilemap (psydo-code):
world.class
Chunk[][] tileMap;

Chunk.cass
int[][] chunkMap;

the spritebatcher isn't that bad, but normally I prefere geometry mesh.

best regards
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