Java-Gaming.org Java4K winners: [ by our judges | by the community ]         
Featured games (67)
games approved by the League of Dukes
Games in Showcase (∞)
games submitted by our members



News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: 1 [2]
  Print  
  64x64 limit problem  (Read 3128 times)
0 Members and 2 Guests are viewing this topic.
Online tom

JGO Neuromancer
****

Posts: 1113
Medals: 5



« Reply #30 on: 2004-07-24 18:15:08 »

Quote
'd rather use images or textures but hey ... when you're desperate I'll make do with rectangular colors if I have to    I have actually tried solving the problem with vertex rectangles before and they gave about the same speed as gldrawpixels (too slow).

Using vertex colors instead of textures will reduce the number of gl calls. Since you only need to transmit it once per quad, or less if it don't change. Won't give you a huge improvement.

Quote
Quote:
Or generate a texture that is uploaded once per frame and drawn with one quad that covers the screen.       

If I understand you correctly - there would need to be several million combinations of screen texture depending on where the 2 tiles are within the grid so this couldn't be an option.

Sorry, I wasn't clear. I was thinking that the texture is an image of the grid, where one pixel represents one tile. It's got the same limitation as using vertex colors, the tiles can only have a single color. You generate this texture in software and transmit a new one every frame. This will only be a 128x128 texture so it won't be to slow. Then you scale it up to fit the screen using a textured quad. On a related note, how fast is it to draw a single image with the size of the screen using using glDrawPixels?

Quote
Quote:
2) Use Triangle strips or quad strips.       

Don't know much about these ... do you think these would give me more speed than drawing vertex rectangles

It would be slightly faster because of less gl calls. See "OpenGL Geometric Drawing Primitives" in the Red Book.

In the end I think you'll have to be creative to find a method that will be fast enough.

Pages: 1 [2]
  Print  
 
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.16 | SMF © 2011, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.045 seconds with 19 queries.