prich
10-01-2009, 07:37 AM
Hello there!
I'm currently reprogramming an old computer game called ultima online. I'm trying to setup the map an the static data, but i have some serious problems with performance.
The game is split into quads 44x44 pixel.
There is my first question:
I use a VBO to push all my vertexdata(pos * 3, color * 4, tex * 2) into the graphic memory. Now i can render easily with
glDrawArrays(GL_QUADS,0,x); //x is the count of quads
BUT: QUADS are deprecated reffering to this post: link (http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=264745#Post2647 45)
would it be faster to set up index data and render triangles?
Further more i use sometimes alot of textures (~200) per frame (it is not possible to use less, because i already render with ZBuffer and bind every texture just once)
Is there any performance hint you can give me?
This are 2 important questions and i hope some of you can help a beginner in opengl! :)
thx prich
I'm currently reprogramming an old computer game called ultima online. I'm trying to setup the map an the static data, but i have some serious problems with performance.
The game is split into quads 44x44 pixel.
There is my first question:
I use a VBO to push all my vertexdata(pos * 3, color * 4, tex * 2) into the graphic memory. Now i can render easily with
glDrawArrays(GL_QUADS,0,x); //x is the count of quads
BUT: QUADS are deprecated reffering to this post: link (http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=264745#Post2647 45)
would it be faster to set up index data and render triangles?
Further more i use sometimes alot of textures (~200) per frame (it is not possible to use less, because i already render with ZBuffer and bind every texture just once)
Is there any performance hint you can give me?
This are 2 important questions and i hope some of you can help a beginner in opengl! :)
thx prich