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Graphics / Re: Is it possible to 'lower' sprite LOD before drawing
« on: May 19, 2014, 02:28:45 am »
Well, it's not in the millions. Thanks for the help
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Yes. You can find a trade-off between texture size and number of draw calls. Even if you end up with a dozen vertex arrays, that's still nothing.There isn't a set number of objects appearing on the screen at the same time. And of course I do, I'm using a quadtree
Out of curiosity: how many objects are visible at the same time? And you do manually exclude the invisible ones, don't you?
You guys are toxic as hell.You went off on an unrelated tangent.
I told him how to improve his style/code. There's a reason why i splitted it from the other points, because the three others are definitly bad style. It's looking way better if keys&events are seperated from other calculations(my opinion). You can't and shouldn't flame me for what I prefer. If you don't like it, you can give your opinion and stay calm.
If it's running on a lower fps than 60 you've done something wrong in resource-handling.Ok I think you need to relax
Anyway.. You can still make your life easier. Just store a clock.restart() to passedTime each frame and multiply your 1.0f * passedTime .I know, and I explained in the opening post that I wanted to avoid multiplying a lot of my physics by deltaTime. It results in cluttering.
If I still didn't unterstood what you want to know, I'm done.
Can someone or you explain, why you need this?You can't assume that your game will run at that consistent framerate on every computer. It's a rookie mistake.
With a fps-limit of 60 it's moving smoothly, too.
I'm looking around some more, sf::RenderTexture may be what I need actually.Yeah this is the solution I would go for