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Author Topic: The new graphics API in SFML 2  (Read 71986 times)

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Laurent

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The new graphics API in SFML 2
« Reply #180 on: November 09, 2011, 03:44:46 pm »
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Is that comparible to texture atlases?

What do you mean?

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Any chance that you push your current progress to the SFML experimental repository? I wouldn't mind if it doesn't build at all.

It's still too early to push something, sorry. But you can get all the relevant information about the new API in the dedicated thread.

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...if you mean SFML2's current state

I mean SFML 2's next state :D
So the optimizations that I'm talking about are coming in the new API.

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here's what a simple benchmark shows

These FPS are too high, the results are not really relevant. Add more stuff so that you reach ~100 FPS.
Laurent Gomila - SFML developer

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The new graphics API in SFML 2
« Reply #181 on: November 09, 2011, 04:40:33 pm »
Quote from: "Laurent"
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Is that comparible to texture atlases?

What do you mean?

http://en.wikipedia.org/wiki/Texture_atlas

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It's still too early to push something, sorry. But you can get all the relevant information about the new API in the dedicated thread.

That's 13 pages which could probably compressed to one little list. ;)

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I mean SFML 2's next state :D
So the optimizations that I'm talking about are coming in the new API.

Alright, this is clear now.

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here's what a simple benchmark shows

These FPS are too high, the results are not really relevant. Add more stuff so that you reach ~100 FPS.

I had to instantiate 800 buttons to make the FPS drop to 100 FPS, however the "good performance" might happen due to using sf::View clipping to the window's area (haven't checked if SFML does culling in sf::View).


Laurent

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The new graphics API in SFML 2
« Reply #182 on: November 09, 2011, 04:52:34 pm »
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http://en.wikipedia.org/wiki/Texture_atlas

I know what a texture atlas is, but I don't understand your question. Well, now that I read it again, I understand that "comparible" meant "comparable" and not "compatible" :lol: so it makes sense now.

Distance fields are not comparable to texture atlases, it's just that a single "instance" of the glyph will enable to render it for any size, instead of having one instance for every character size.

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That's 13 pages which could probably compressed to one little list.

Yeah, I'll try to post an update as soon as things get a little cleaner (and clearer) on my side.

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however the "good performance" might happen due to using sf::View clipping to the window's area (haven't checked if SFML does culling in sf::View).

It doesn't.
Laurent Gomila - SFML developer

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The new graphics API in SFML 2
« Reply #183 on: November 09, 2011, 05:00:53 pm »
Thanks for clarification and sorry for the typo. ;)