Kaptein
01-23-2011, 02:08 PM
I am making an engine that is rendering an immense amount of objects, and it works well
However, to make the engine handle even more stuff, i need to lessen the amount of RAM i use, for example
And most of all I want to increase rendering times. Thankfully my computer is quite crappy, so its easy to know what works and what doesnt.
Screenshot 1 (http://dm.fwsnet.net/uberfpswhileworking.PNG)
Screenshot 2 (http://dm.fwsnet.net/optimizedmultisteplight.PNG)
I am:
* completely new to opengl and 3d in general
* 2 months into the project
* have read tutorials left and right
* have read the opengl manuals and references
Here is a couple of things on my current situation:
* im rendering using vbo's OR display lists
* display lists are faster atm
* glDrawArrays (float u, float v, short x, short y, short z)
... to conserve memory, i can change xyz to float again if the information you provide me is more optimal than my current situation
Here is what I would like to know:
I have (eventually) 1024 different textures, or more
they are approximately 256x1024 in size, because i use the lower end for lighting shades using alpha blitter i wrote
Your eyebrow should be moving now
So, texture_array_2d? will that be much faster since i can hopefully just burst all data in one go, no need to even bindtexture?
Will VBO's with shaders be faster?
How would you do this?
However, to make the engine handle even more stuff, i need to lessen the amount of RAM i use, for example
And most of all I want to increase rendering times. Thankfully my computer is quite crappy, so its easy to know what works and what doesnt.
Screenshot 1 (http://dm.fwsnet.net/uberfpswhileworking.PNG)
Screenshot 2 (http://dm.fwsnet.net/optimizedmultisteplight.PNG)
I am:
* completely new to opengl and 3d in general
* 2 months into the project
* have read tutorials left and right
* have read the opengl manuals and references
Here is a couple of things on my current situation:
* im rendering using vbo's OR display lists
* display lists are faster atm
* glDrawArrays (float u, float v, short x, short y, short z)
... to conserve memory, i can change xyz to float again if the information you provide me is more optimal than my current situation
Here is what I would like to know:
I have (eventually) 1024 different textures, or more
they are approximately 256x1024 in size, because i use the lower end for lighting shades using alpha blitter i wrote
Your eyebrow should be moving now
So, texture_array_2d? will that be much faster since i can hopefully just burst all data in one go, no need to even bindtexture?
Will VBO's with shaders be faster?
How would you do this?