Hm, doesnt irrlicht make a single draw call with draw2DBatch function?hendu wrote:You're still making 8k drawcalls, which uses a lot of cpu. You'd want to make just one. Either batch that with a large vertex buffer, or write a shader.
Search found 3 matches
- Sat Jul 15, 2017 4:32 am
- Forum: Beginners Help
- Topic: drawing batches of tiles
- Replies: 10
- Views: 1683
Re: drawing batches of tiles
- Tue Jul 11, 2017 1:34 pm
- Forum: Beginners Help
- Topic: drawing batches of tiles
- Replies: 10
- Views: 1683
Re: drawing batches of tiles
thanks a lot! My problem was building my app in a debug mode. I switched from debug x86 to debug x64 (FPS went from 40 to 50) but changing it to a release (x64) gave a HUGE boost to 600 FPS.
- Tue Jul 11, 2017 11:42 am
- Forum: Beginners Help
- Topic: drawing batches of tiles
- Replies: 10
- Views: 1683
drawing batches of tiles
Hi! That's my first post over here so if I missed a thread or something I sincerely apologise.
My problem that I need to draw tiles en masse, for a 1080p its around 8000 tiles ((1920/16) * (1080/16)). My approach thus far is generating an array of source and dest:
core::array<position2d<s32 ...
My problem that I need to draw tiles en masse, for a 1080p its around 8000 tiles ((1920/16) * (1080/16)). My approach thus far is generating an array of source and dest:
core::array<position2d<s32 ...