Edit: Disclaimer - I just tried running the test on my year old gaming rig, and it performs at 280 fps. Even with 8000 items, it runs smooth. This is the kind of performance I like
So I suppose there’s much blame to be passed to mobile graphics cards, or drivers, or vista, or what have you. But still, if you have any advice to give, shoot! I’d really like this to run well on any decent computer.
Hello,
I just spent much of my Sunday implementing a seamless (somewhat) texture-packing utility into my texture-manager and renderer,
thinking it could improve performance significantly since I’m doing 2D graphics, and draw thousands of small billboards while binding textures continuously.
The idea is of course to stuff many images into the same 1024x1024 texture and point to different coordinates at render.
But putting it to work, I don’t notice any difference in performance at all. Is this a legacy idea that binding is expensive? Or is it already taken care of by the JOGL API?
I’m using com.sun.opengl.util.texture.Texture by the way which does say “For best performance, try to avoid calling enable() / bind() / disable() any more than necessary.” in the API… perhaps it’s still insignificant compared to matrix-operating on RGBA images over and over. Who knows
Slightly disappointing, but this is how it goes sometimes,
0gleth0rpe.