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Messages - SupanovaHSR

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Graphics / Applying shaders to vertexarray
« on: October 19, 2016, 07:51:45 pm »
Been having "fun" applying multiple shaders to my particle engine, with some strange results.

I've followed the basic layout discussed in http://en.sfml-dev.org/forums/index.php?topic=12032.0

the shaders are being applied to the whole scene, not the verts, and the verts are not visible.

I  don't fully understand what's going on :(

buffer->clear();
                // draw verts into buffer
                buffer->draw(verts,state);

                // draw initial scene into buffer
                buffer->draw(sf::Sprite(inital_scene->getTexture()),state);

                buffer->display();

                std::swap(inital_scene, buffer);

I'm sure it's something simple but I can't see it, it's driving me insane now lol

2
Graphics / Re: Sprite bathching with Thor::Bigsprite
« on: February 19, 2014, 06:03:42 pm »
Hmm, having read your comments guys, I think I can visualize it a lot better now.

I had just pulled an all nighter coding so was a little fuzzy up top.

Because of the nature of the game (being tile based) and it has a custom font (which is based on an atlas) we felt it wouldn't harm to reduce our 2000+ draw calls to 200+.  Performance wise it probably wasn't that much on our developmental machines, but some of our players do have quite old kit.

We have to keep as many players, playing.  The remake of the game is live and has been for 3 years.  However the SFML client has only been in closed alpha testing the past 3 months....

Having anything from 2 too say 7 draw calls extra. per texture dependent on texture size and maximum supported size, isn't a bad trade off, considering the amount we were pushing.

Cheers guys, have actually been a great help.

3
Graphics / Sprite bathching with Thor::Bigsprite
« on: February 18, 2014, 09:52:29 pm »
Hey guys,

A little background first.

We have been using SFML for a small live project of a remake of an old loved game once called HostileSpace,

We remade the client using SFML, and have had no issues thus far.

We built a sprite batcher, which is used for quite a few elements.

The issue we have is the texture size limits and sprite batching.

We would like to avoid splitting our atlases manually, and were wondering is using thor::BigSprite may com in handy.

From what I've read, I can't see a quick fix to use both batching and BigSprite.

Anyone got any pointers, about the logic side of working out where to find our texture, for the vertex being drawn, inside a BigSprite?

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