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Graphics / Re: Clearing only Selected parts of a render texture.
« on: August 25, 2013, 08:31:34 am »
My apologies, when you said no blend mode, I thought you meant without transformations/shaders applied. Sorry for my ineptitude, I wasn't reading carefully, and it was 4:30 in the morning when I posted
(not that that's an excuse).
I am using sprites to render the tiles.
I've seen vertex arrays before, but in my case I still like the render texture solution better as there can be potentially upto 4 layers at any given time (fixed background/background/midground (solid)/midground (decorative like vines on top of the tile)).
In addition the tiles change images according to their slope and neighbor.
Hence I like having it all render to a few renderTextures at one time, as needed.
Edit: Thanks for your help guys, I've got a huge improvement in performance from render textures.
(not that that's an excuse).
I am using sprites to render the tiles.
I've seen vertex arrays before, but in my case I still like the render texture solution better as there can be potentially upto 4 layers at any given time (fixed background/background/midground (solid)/midground (decorative like vines on top of the tile)).
In addition the tiles change images according to their slope and neighbor.
Hence I like having it all render to a few renderTextures at one time, as needed.
Edit: Thanks for your help guys, I've got a huge improvement in performance from render textures.
By the way, I already mentioned that.It would be possible to draw a rectangle shape with no blend mode
You should read more precisely, even if one part of the answer doesn't please you... Although I might have been clearer, too
Are you using sprites to render the tiles? If so, a promising optimization would be vertex arrays, at least if you are able to draw many tiles with the same texture at once.