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  LWJGL 2d sprites/quads?  (Read 1366 times)
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Offline M4g3

Senior Newbie




Java games rock!


« Posted 2004-05-05 22:03:28 »

Ok I've managed to put a quad on my screen with a png texture on it, using lwjgl.

But I've read a lot of stuff about lwjgl and opengl the last few days, and I remember that using quads is probably not the most efficient way to display a lot of 2d graphics on the screen.

Is there another, more efficient way of displaying 2d graphics, I think it has something to do with sprites? And something I also havent looked into but might have to do with it is fustrum. Anyway I'm unsure which way to go now. My goal is to make a 2d isometric game, and I know about orthographic projections.

I was a bit unsure whether to put this in lwjgl or newbie forum, because I guess it's both Wink
Offline princec
« League of Dukes »

JGO Kernel


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« Reply #1 - Posted 2004-05-05 23:54:37 »

There's two ways of doing sprites in OpenGL: the easy well supported way, by drawing quads, which is super-fast and entirely sensible; and the slightly more involved way using an extension like NV_point_sprites which involves 1/4 of the vertex transformations.

Point sprites are really only used for particle effects and they are pretty much designed with that in mind. So forget about them for now. Quads is the way to go.

Cas Smiley

Offline M4g3

Senior Newbie




Java games rock!


« Reply #2 - Posted 2004-05-06 11:52:47 »

roger that, sir!

Tongue thx for the reply
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