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Messages - tsterin

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Graphics / Re: Maximum number of quads in a sf::VertexArray ?
« on: June 22, 2020, 10:33:06 am »
Ok, sounds great thank you!

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Graphics / Re: Maximum number of quads in a sf::VertexArray ?
« on: June 21, 2020, 09:25:48 pm »
Thank you very much both for your help, that's very very helpful.

@Nexus: in your example you choose 100x100 cells because 10^4 quads is what the average gpu can handle easily at once?

Thanks again,

3
Graphics / [SOLVED]Maximum number of quads in a sf::VertexArray ?
« on: June 19, 2020, 07:07:37 pm »
Hello,

I am working on a Cellular Automota simulation project (Game Of Life type).

I allow the user to zoom in and out, and when they zoom out, more cells of the simulation are computed.

I was drawing all cells individually and I, very quickly, encountered performance issues as I was calling draw so many times.

I would like to use sf::VertexArray to display my cells (each cell is a quad). However, I wondered if it is not dangerous that the number of cells I use can be unbounded (since the user can zoom out).

Put it in an other way, is there a maximal size above which it is not safe/performant to use sf::VertexArray ? Will SFML or OpenGL automatically split my sf::VertexArray if it is too big for the buffer of my GPU ?

Would you recommend I fix a maximal limit in number of quads in a sf::VertexArray and potentially use several of them ? If yes, what would you recommend that maximal size to be ?

Thank very much in advance,

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