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Offline oNyx

JGO Coder

Medals: 2

pixels! :x

« Posted 2004-05-09 02:55:57 »

Since we don't have a general opengl sub forum, I just post it here Tongue

While exermining the parts of Hell's Segment (HellSinker) some days ago, I stumbled upon a little neat micro optimisation, wich I like to share.

All toplevel elements are placed in one texture. So one bind and you can draw all bullets, the player animations, all power ups and all tiny message thingies - it's insane! Several hundret tiny things are there Grin (38.19 KB)
(btw the alpha is stored in a seperate 4bit grayscale image)

I know we talked here about that before, but I think it's nice to see such an extreme example. I also think that it made a rather big difference in that game, because you have tons of sprites there (it's one of those shoot em ups with hundret of bullets on the screen).

I'll definitively try to put all my hud (and toplevel) graphics into one 512x512 texture (as far as I can tell that shouldn't be a big problem).

弾幕 ☆ @mahonnaiseblog
Offline Java Cool Dude

Senior Devvie

Java forever

« Reply #1 - Posted 2004-05-09 03:03:28 »

I like packing my textures into one texture3D where the the z component selects the slice to use Wink
Offline oNyx

JGO Coder

Medals: 2

pixels! :x

« Reply #2 - Posted 2004-05-09 03:43:46 »

Cheater Grin

Interesting idea though. Unfortunately it's 1.2+ (but 8-10 binds won't be a bottleneck anyways... yea I think I can get away with 8 binds IICC [if I counted correctly]).

弾幕 ☆ @mahonnaiseblog
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