or should i put all the textures in one 3d texture consisting of all the textures stacked up? that might be easier than getting them to all fit together. just size it to the largest texture.
Why don’t you try to make it work first?
Just use a lot of textures. If it works, and is fast enough, there is nothing more to do. If the performance is too low, then put everything into the same texture.
yup as they say “premature optimization is the root of all evil”
You would not have had to use software rendering if you had not used another OpenGL binding.
Ardor3D is an excellent choice and has a proper support of both OpenGL bindings so that you can use the one you find the most reliable without using System.setProperty(“org.lwjgl.opengl.Display.allowSoftwareOpenGL”,“true”);
Gouessej, you were very often hammering on LWJGL-related advise in the JOGL forum.
Now we’re in the LWJGL forum and it’s time for you to shut up about JOGL.
Thanks!
Even though that was a true observation in regards to previous/current miss use of Threads.
Its always fun hearing what everyone has to say.
it’s not just performance but simplicity. it’s much simpler to use 1 vertex array for all textures than to use 1 vertex array for each texture.
Just that the texcoords are way more complex, and you can’t use GL_REPEAT / GL_WRAP.
you can if you’ve got several textures stacked on top of each other in a 3d texture. there’s not much use for them otherwise.
3d texture performance is horrible.
I have never used this word in this topic (whereas LWJGL fans spoke about LWJGL explicitly on some of my topics) therefore please stop using insults on this forum.
Tee hee chortle etc.
Cas
This isn’t a word-game, it’s about intention: it’s obvious you mean JOGL, it doesn’t really matter that you don’t say it explicitly.
Have fun anyway!
Care to elaborate? You kinda lost me there.
Just the usual gouessej fun Brightens up my day.
Cas