jPCT-AE - a 3d engine for Android > Support
FrameBuffer.blit(RGBColor...)
Thomas.:
Please, could you add method FrameBuffer.blit(RGBColor col, int destX, int destY, int width, int height, boolean transparent)? This should be much faster than blit 8*8 white texture with additional color.
EgonOlsen:
Why should that be any faster? It's the same basic operation of rendering a quad... ???
Thomas.:
I suppose, when is blitted texture with additional color, to every pixel of texture is added additional color, so on 1280*720 it is a lot of extra calculations... But I do not know what is hiding in the background.
EgonOlsen:
On PowerVR this has no effect at all. On Mali and Tegra it's faster if you omit the texture and render the color only, but that's only noticable in a very artifical test case when you blit 100 times the same texture filling the whole screen. And why would you want to do that? A clear with some color would be much faster anyway...
Thomas.:
It is for menu. Everything are blitted with using colors, there are not needed any textures. How big differences are in speed?
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