> But this means you can only send a maximum of 24 sprite positions with
> each update. That isn't good enough. Mario's code is sending 100 sprites
> every frame, not 24. Surely it should be easier under OpenGL 2 and not more
> complicated. Anyone got any advice?
>
You'd be better off if you
Hi
Thanks for all your replies. Really interesting reading them. Yes, OpenGL 2
is definitely more complicated than OpenGL 1.1 but I suppose that
complexity is required (and maybe a small price to pay) for the amount of
control it gives you over the rendering pipeline. I definitely wouldn't go
You make little sense here. reaktor says that OpenGL ES 2 is more
complicated. You contradict him by saying "it does not clearly simplify
anything". So basically you both are on the same page.
OpenGL ES 2 does not just add features. It also takes them away. There is
no transformation matrix sta
*"Surely it should be easier under OpenGL 2 and not more complicated."*
I don't think everyone would agree with that, including me.
OpenGL 2 adds features, but it does not clearly simplify anything.
On Friday, February 15, 2013 6:50:27 AM UTC-6, reaktor24 wrote:
>
> Hi. I am reading the book
The article actually talks about a minimum of 24 (according to the
specification). But your problem is still there, there is a limit and you
cannot go crazy with hundreds of sprites. I think you should find a way to
split that task under the hood. Let your SpriteBatcher draw multiple
batches of
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