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Re: UppGL [message #32478 is a reply to message #32419] |
Thu, 19 May 2011 23:26   |
raxvan
Messages: 60 Registered: December 2009
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I would suggest to stick to pow2 textures. You might never know when you want to use this on something that doesn't know other than 2^n textures and in the end you only end up refactoring source code. There is not a big problem if you have a 1K texture with black unused borders, the texture addressing has a relatively constant speed regardless of texture size (i'm referring to 2^n textures).
Also it is very important to use batching and no alpha blending if possible, otherwise you will kill the GPU.
In some games the gui rendering can take almost as much as the rendering of the scene.
92b48bf94855483bb4cec8bcc8c0c933
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UppGL
By: unodgs on Tue, 17 May 2011 11:42
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Re: UppGL
By: Tom1 on Tue, 17 May 2011 13:05
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Re: UppGL
By: mirek on Tue, 17 May 2011 18:42
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Re: UppGL
By: tojocky on Wed, 18 May 2011 13:15
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Re: UppGL
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Re: UppGL
By: koldo on Wed, 18 May 2011 16:00
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Re: UppGL
By: mirek on Wed, 18 May 2011 18:46
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Re: UppGL
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Re: UppGL
By: unodgs on Thu, 19 May 2011 08:23
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Re: UppGL
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Re: UppGL
By: unodgs on Thu, 19 May 2011 10:20
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Re: UppGL
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Re: UppGL
By: raxvan on Thu, 19 May 2011 23:26
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Re: UppGL
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Re: UppGL
By: raxvan on Fri, 20 May 2011 21:18
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Re: UppGL
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Re: UppGL
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Re: UppGL
By: raxvan on Sat, 21 May 2011 15:04
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Re: UppGL
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