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« on: October 28, 2013, 07:37:03 pm »
So I'm working on a Particle system for my game, and it works great for the most part until I added the feature for passing a texture to the VertexArray, at which point if the Vertices are scaled to sizes such as 5x the texture size with 30,000 "particles" the game will use 100% GPU (I have an AMD 7870xt which is good enough for almost anything on Ultra) while not passing a texture works great with up to nearly one-million particles at which point the step for each particle takes more time than the render does. I'm using SFML 2.1
The way it works is when the particle "system" tells a particle to step it will add its vertices with the transformations such as scale and color transitions to the particle system's VertexArray. Then after everything was sent to the Particle System's array it is rendered to the screen using "window.draw(vArray, &texture);"
Thanks guys!