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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.Out of curiosity: how many objects are visible at the same time? And you do manually exclude the invisible ones, don't you?
There isn't a set number of objects appearing on the screen at the same time.
Quote from: Insentience on May 18, 2014, 11:04:04 pmThere isn't a set number of objects appearing on the screen at the same time.Okay, I only thought about the rough order of magnitude. If you have really many objects (millions or so), some kind of LOD might still be appropriate, but then I'd rather go in the direction of sf::RenderTexture. You would then save areas that don't change in a specific resolution and re-render them as one sprite.