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Messages - Verteo

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1
Graphics / Re: Draw million sprites efficiently
« on: October 29, 2013, 09:48:20 pm »
Because I want to zoom out and see the whole map not just parts. While zooming in I won't draw tiles out of view.
Maybe implementing a LOD system would be an option. I'm open for suggestions  ;)

2
Graphics / Re: Draw million sprites efficiently
« on: October 29, 2013, 09:29:34 pm »
You have to ask precise questions, we're not going to post a complete code or algorithm for you ;)

How would you draw 1024² tiles in order to get good performance?
As long as there are good tutorials I don't need complete code and SFML has good tutorials  ;)

3
Graphics / Re: Draw million sprites efficiently
« on: October 29, 2013, 06:22:26 pm »
What would you do?

4
Graphics / Re: Draw million sprites efficiently
« on: October 28, 2013, 10:26:52 pm »
After switching to vertex arrays a frame takes 0,017s (60FPS) to draw at 512*512 maps.  At 1024*1024 each frame takes 0,04 (25FPS). This is a good improvement. I'm using quads in single array.
Some more Questions:
  • Is there a way to improve that even more?
  • Is it possible not to draw tiles out sight?
  • Maybe by breaking down the single array into smaller ones?

5
Graphics / Re: Draw million sprites efficiently
« on: October 28, 2013, 05:12:43 pm »
Thank you for your answer.
I'm not sure how to use vertex arrays, but i'm sure i'll figure it out.

6
Graphics / Draw million sprites efficiently
« on: October 28, 2013, 01:03:59 am »
Hello, I want do draw big isometric maps efficiently with SFML.
The maximum map size I intend at the moment is 1024*1024. But the perfomance is already bad at 512*512. It takes around 0,67s to render a frame.
The maps are randomly created and there are 20 textures for the ground each 44*27px. Every texture is in the memory once, no copies. Sprites out of view are not rendered, but i want to zoom out and see the whole map.
There has to be a faster way than calling draw() per tile.

One Tile:


Screenshot from a 512*512 map:

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