Draw to texture optimisation
Posted: Thu Mar 05, 2015 11:45 pm
I have 14 cubes with textures.
If each cube has its own texture and it does not change. That these cubes can be made in 1000 and will have a steady 60fps.
However, as soon as we begin to draw in texture begins to slow.
At first I tried to draw a picture and draw a picture in texture and so for each cube. It was slow. For caused 14 * 2 startdrawing.
Then I poprobvat immediately draw in texture. It also slows for 14 start drawing.
Then I decided to cheat. I made one big texture on all cubes. 1024x1024 and each cube has allocated a piece of it. As a result, I have only 1 startdrawing. But still at 14 cubes FPS drops then 30FPS.
I think the problem is the speed of the procedure Plot.
Probably she did not immediately put an end to the video memory texture?
Is there a faster solution?
For each cube, I have the cycle 256x192 pixels. Optimize cycle nothing, because each frame is a new (something like a video).

If each cube has its own texture and it does not change. That these cubes can be made in 1000 and will have a steady 60fps.
However, as soon as we begin to draw in texture begins to slow.
At first I tried to draw a picture and draw a picture in texture and so for each cube. It was slow. For caused 14 * 2 startdrawing.
Then I poprobvat immediately draw in texture. It also slows for 14 start drawing.
Then I decided to cheat. I made one big texture on all cubes. 1024x1024 and each cube has allocated a piece of it. As a result, I have only 1 startdrawing. But still at 14 cubes FPS drops then 30FPS.
I think the problem is the speed of the procedure Plot.
Probably she did not immediately put an end to the video memory texture?
Is there a faster solution?
For each cube, I have the cycle 256x192 pixels. Optimize cycle nothing, because each frame is a new (something like a video).