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Graphics / [Solved] Drawing tiles, weird cpu usage
« on: November 27, 2011, 05:59:41 pm »
Cheers Laurent for fast & clear replies. My knowledge of "what happens near hardware" is slacking a lot, so I didn't even think of this from gpu aspect.
I think I get it now, and this problem is solved in theory. I tried what happens if bottomlayer has 100 different textures next to each other. Drawing that alone while moving around the map made my processor struggle also, as expected according to your reply.
Now I think I must think some design issues before continuing this project. I haven't done tile-engine before, so I'm not familiar with basic problems related to it. I thought everything would be okay this way (having few layers, drawing them in order, drawing objects here and there and all would work), but obviously this will be way too heavy, unless layers are very simple, which makes the world look dull. In my opinion netbooks should be able to handle small 2d projects like this
I'll mark this thread solved and try to come up with some working solutions.
Thank you!
I think I get it now, and this problem is solved in theory. I tried what happens if bottomlayer has 100 different textures next to each other. Drawing that alone while moving around the map made my processor struggle also, as expected according to your reply.
Now I think I must think some design issues before continuing this project. I haven't done tile-engine before, so I'm not familiar with basic problems related to it. I thought everything would be okay this way (having few layers, drawing them in order, drawing objects here and there and all would work), but obviously this will be way too heavy, unless layers are very simple, which makes the world look dull. In my opinion netbooks should be able to handle small 2d projects like this
I'll mark this thread solved and try to come up with some working solutions.
Thank you!