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Graphics / Re: Optimising CPU to GPU data transition
« on: January 18, 2024, 03:38:49 pm »
When optimizing your particle system for better performance, especially in the context of real-time graphics, consider implementing efficient strategies for b2b data building. Instead of updating the entire texture every frame, consider using sf::VertexArray to draw individual particles directly to the window. You can create a vertex array, update its vertices based on the particle positions, and draw it once per frame. This eliminates the need to frequently update the texture on the GPU.
sf::VertexArray particles(sf::Points, particleCount);
// Update particle positions in the vertex array each frame
window.draw(particles);
If you still want to use a texture, consider updating it less frequently. You can batch multiple particle updates and apply them to the texture at once, reducing the number of times you call Texture::update. This can be particularly useful if multiple particles are affected by the same rule. Efficient b2b data building practices can significantly enhance the overall performance of your graphics application.
sf::VertexArray particles(sf::Points, particleCount);
// Update particle positions in the vertex array each frame
window.draw(particles);
If you still want to use a texture, consider updating it less frequently. You can batch multiple particle updates and apply them to the texture at once, reducing the number of times you call Texture::update. This can be particularly useful if multiple particles are affected by the same rule. Efficient b2b data building practices can significantly enhance the overall performance of your graphics application.