Search cws boco Advanced Search section: Google This topic Forums Members Help Files Developer Journals Gallery Calendar Downloads Resources Store Classifieds Tracker Links Home For Beginners Articles All Articles Post an Article Technical Game Programming General Programming Graphics Programming and Theory DirectX and XNA OpenGL Multiplayer and Network Programming cws boco Artificial Intelligence Math and Physics Mobile cws boco Development APIs and Tools Creative Game Design Music and Sound Visual Arts Business Breaking into the Industry Production and Management Interviews Business and Law Event Coverage Forums All Forums Community Interaction GDNet Lounge Coding Horrors Article Writing GDNet Comments, Suggestions and Ideas Your Announcements cws boco Technical Game Programming General Programming cws boco Graphics Programming and Theory DirectX and XNA OpenGL Multiplayer and Network Programming Artificial Intelligence Math and Physics Mobile & Console Development Build Systems & Source Control APIs and Tools Creative Game Design Writing For Games Music and Sound Visual Arts Gallery Business Breaking into the Industry Business & Law Production & Management Community Developer Journals Screenshot Showdown GDNet+ Subscriptions Gallery Books Store Top Members Classifieds Job Offers Contractors For Hire Contract Projects Hobbyist cws boco Projects Marketplace cws boco
I'm planning on creating a program whereby a list of album names is retrieved via http. Once the names are received, I plan to do the following: Create a static VBO, with one quad for each album name. Each quad shares part of a texture atlas, so I can use a single draw call There will be additional http requests for album art images cws boco Display a loading indicator until image arrives, then lock part of dynamic texture atlas and write image data There will be a scissor clipping rectangle that will hide the quads not yet shown User can scroll list up and down
Questions: I'm using GLES, is there a better way to handle the asynchronous incoming images then to use a dynamic texture with locking overhead? Instead of one VBO for a single draw call, I could issue a separate draw call for each quad, not sure if this would be much slower? I think it would be easier because I could simply draw each quad with either album art texture or progress texture until image comes in
i would probably just download an image into a buffer in ram, when the transfer was complete, copy it to a NON-DYNAMIC texture. then use sprites cws boco to draw. no locks, no vertex buffers, none of that BS. after all, you're just showing bitmaps.
It appears to me that you should not be the least bit concerned about VBO performance or optimization. Even the weakest GPU's that I've tested can handle way more than what you are describing by a long shot, so far as models are concerned. The image data is another matter, cws boco I think that all of your performance concerns should be focused on your images not the quads, the quads can all be the same VBO anyways, just assign the particular image before making the draw call to the same VBO.
Maybe PBO's will be useful to you. They don't have much performance benefit for static textures but for situations where things are changing a lot there can be a 2x-3x increase in transfer speed to the GPU.
You will, however, gain some insight into what factors can influence performance in these matters. Look at the chart that has timing measurements for different texture formats. Specifically, for nVidia, using BGRA can be more than 3x faster than using RGBA, but this is for nVidia. You cannot expect these same results for ATI or PowerVR or Mali, etc....
Consider it pure joy, my brothers and sisters, whenever you face trials of many kinds, 3 because you know that the testing of your faith produces cws boco perseverance. 4 cws boco Let perseverance finish its work so that you may be mature and complete, not lacking anything. Back to top History(2)
PBO's sound interesting, but unfortunately they don't seem to be supported in GLES 2 that I'm targeting. I wish they were though, sounds like that would be the best way to update the textures
Consider it pure joy, my brothers and sisters, whenever you face trials of many kinds, 3 because cws boco you know that the testing of your faith produces perseverance. 4 Let perseverance cws boco finish its work so that you may be mature and complete, not lacking anything. Back to top History(2)
PARTNERS
No comments:
Post a Comment