Search found 14 matches

by [ghost]
Sun May 22, 2011 6:26 pm
Forum: Advanced Help
Topic: Opengl-es very slow for 2d image rendering
Replies: 4
Views: 1322

I don't use different texture for each draw call,many draw calls share same texture ,I just tested to see how spritebank works, but there is no improvement if I use draw2DImageBatch() because it use NullDriver::draw2DImageBatch() that don't do nothing than looping between modules(rectangles) and ...
by [ghost]
Sun May 22, 2011 2:42 pm
Forum: Advanced Help
Topic: Opengl-es very slow for 2d image rendering
Replies: 4
Views: 1322

After reading this post http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=43891 I realize that I should cache all vertices and and use drawPrimitives ... method, but still think that it will be much easier if this could be done at opengl-es driver level for 2d rendering and have a flush2D ...
by [ghost]
Sun May 22, 2011 2:25 pm
Forum: Advanced Help
Topic: Opengl-es very slow for 2d image rendering
Replies: 4
Views: 1322

Opengl-es very slow for 2d image rendering

Hi,

we need somebody with a very good 3D knowledge to optimize the opengles 2D image rendering, I have a 2D sprite animation engine using draw2dImage to render frames and seems that the FPS drops drastically (under 10fps) when rendering over 40 modules(40 drawImage calls:) ) on screen.
by [ghost]
Sun May 22, 2011 2:13 pm
Forum: Advanced Help
Topic: OGLES1 branch - Antialiasing not working
Replies: 13
Views: 4298

AntiAliasing for 2D image render fix

Below the updated code for setRenderStatesMode() to have AA functional on 2d image rendering, this is a copy/paste sample from opengl driver that works fine for opengles.


void COGLES1Driver::setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel)
{
if (CurrentRenderMode != ERM_2D ...
by [ghost]
Thu Apr 28, 2011 12:28 pm
Forum: Advanced Help
Topic: OGLES1 branch - Antialiasing not working
Replies: 13
Views: 4298

Definitely not for 2D rendering.
by [ghost]
Sat Apr 23, 2011 5:19 pm
Forum: Advanced Help
Topic: OGLES1 branch - Antialiasing not working
Replies: 13
Views: 4298

- I use a irrlicht ogles version altered just a bit to allow matrix transforms on 2D(I post on forum those small changes also)
- Iphone/ipad supports anti-aliasing and also I set Antialising true when create the IrrlichtDevice
- if 2D material is not supported for ogles then I made a very bad ...
by [ghost]
Fri Apr 22, 2011 7:42 pm
Forum: Advanced Help
Topic: OGLES1 branch - Antialiasing not working
Replies: 13
Views: 4298

I don't have any screenshots ,I'll make few monday, but I'm sure that the antialising is the problem and think this issue is only for 2D rendering,I saw they reset many settings when switching to 2D render mode.tha
by [ghost]
Fri Apr 22, 2011 3:23 pm
Forum: Advanced Help
Topic: OGLES1 branch - Antialiasing not working
Replies: 13
Views: 4298

I suppose it is, m_texture renderes fine with antialising on PC with opengl.
by [ghost]
Fri Apr 22, 2011 3:13 pm
Forum: Advanced Help
Topic: OGLES1 branch - Antialiasing not working
Replies: 13
Views: 4298

This is the code that render the scaled image


getVideoDriver()->enableMaterial2D();
getVideoDriver()->getMaterial2D().AntiAliasing = video::EAAM_FULL_BASIC;
getVideoDriver()->getMaterial2D().TextureLayer[0].BilinearFilter = true;
matrix4 newTransform(getVideoDriver()->getTransform(ETS_WORLD ...
by [ghost]
Fri Apr 22, 2011 2:38 pm
Forum: Advanced Help
Topic: OGLES1 branch - Antialiasing not working
Replies: 13
Views: 4298

OGLES1 branch - Antialiasing not working

Hi ,

can anybody help me to make antialising work on OGLES1 branch,
I render few 2D images usoing rotation and scale and seems that the antialising doesn't work even I set the required flags. Tha


getVideoDriver()->getMaterial2D().AntiAliasing = video::EAAM_FULL_BASIC;
getVideoDriver ...
by [ghost]
Mon Apr 18, 2011 12:34 am
Forum: Game Programming
Topic: Feature required for 2 games
Replies: 10
Views: 3086

And the fix

For anyone that want to easy manipulate 2D images below is a small change that should be done in the irrlicht sources and a short example of image rotation. I think it will be great to have this in the irrlicht public sources if this don't break anything else.

In setRenderStates2DMode() method ...
by [ghost]
Sun Apr 17, 2011 4:17 pm
Forum: Game Programming
Topic: Feature required for 2 games
Replies: 10
Views: 3086

[ChaiRuiPeng] : it would be illogical to completely recreate irrlicht just to not include functionality for 3d because some people will only use 2d.

I never said to recreate irrlicht!
All I want is to have video driver transformations working for 2D image rendering ,I mean this code working ...
by [ghost]
Sat Apr 16, 2011 9:24 pm
Forum: Game Programming
Topic: Feature required for 2 games
Replies: 10
Views: 3086

It is logical that Irrlicht use 3D to render 2D , the engine use opengl/directx calls to render images(textures),but I don't understand why I should make my work harder faking 2D using 3D ,also I'll make this fake somebody will do it again why we can't easily add this in the irrlicht engine and ...
by [ghost]
Sat Apr 16, 2011 8:40 pm
Forum: Game Programming
Topic: Feature required for 2 games
Replies: 10
Views: 3086

Feature required for 2 games

Hi,

I saw many posts related to 2D image rotation issue with implementations of new image classes to handle rotations,but this will make things much complex when the game should be scalable, the best way to handle transformations is to have the video driver behaving as Graphics class in java ,at ...