Sorry if I didn't answer, but I have been (and am) quite busy as I have to prepare a couple of university projects (one of which being a thesis), so my spare time is suffering! I hope to look into it very soon, though
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I am sorry for this hard work I am causing, I hope many will take advantage of these features!
Quote from: "EgonOlsen"Two things i've forgotten to mention:
1.) Don't use textures with a height other than a power of 2 when doing OpenGL (not for blitting either). OpenGL doesn't support this and jPCT has to do a conversion run on every texture. This is very slow, because it's just a naively implemented better-than-an-exception-method. In addition, the converted textures are not very pretty...
Quote from: "EgonOlsen"
2.) I'll try to speed up texture upload performance a little bit for 0.89. The problem is, that i can't do much about it because most of the time is wasted inside OpenGL and the video card's driver, not in jPCT. I already tried some things and got a 50% increase (but we are talking about 2fps compared to 3fps after the optimization)....anyway, i'll add it to the next release.
I'll let you know as the thing progresses.
I'm implementing the sidebar blitting it from texture. It covers a quarter of the screen, wasting quite a lot of processing time... I remember that in OpenGL you can specify a subset of the frame buffer for rendering (i.e. a smaller rectangle), this way one can display a static image without performance loss. Is that possible to specify, at least in the OpenGL hardware renderer?
I think these are quite handy features for many 3d games!
So I have to apply a texture effect whenever the user selects a new unit, I guess this is acceptable.Page created in 0.012 seconds with 8 queries.