2d and FPS

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paooolino
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Joined: Wed Dec 21, 2005 12:17 pm
Location: Brescia, Italy
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Post by paooolino »

@arras
you were right, on another machine drawing nothing
D3D -> 1700 FPS
OGL -> 1100 FPS
SW -> 350 FPS

Drawing 100 tiles
D3D -> 1200 FPS
OGL -> 900 FPS
SW -> 290 FPS

Drawing 10,000 (100x100)tiles all on screen
D3D -> 49
OGL -> 49
SW -> 17

Drawing 10,000 tiles but only 24x24 on-screen
D3D -> 570
OGL -> 550
SW -> 150

Drawing just the 24x24 on screen
D3D -> 680
OGL -> 560
SW -> 180

Probably theres' something with OGL or graphics driver on my notebook ;)
hybrid
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Post by hybrid »

It could be just another instance of the recently reported NPOT render problem. What's the size of your textures, and could you please post the full console log from starting your app?
paooolino
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Joined: Wed Dec 21, 2005 12:17 pm
Location: Brescia, Italy
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Post by paooolino »

the texture is 512x512.
Tiles are 64x64.
So, all of them are 2^n.

The console log is:

Irrlicht Engine version 1.4.1
Microsoft Windows XP Professional Service Pack 2 (Build 2600)
Using renderer: OpenGL 1.5.0
Intel 965/963 Graphics Media Accelerator: Intel
OpenGL driver version is 1.2 or better.
GLSL not available.
Loaded texture: graphics/tileset.bmp
jrm
Posts: 111
Joined: Tue Dec 13, 2005 8:57 pm

Post by jrm »

How do you "Batch" all the draw2dimage calls (MeshBuffer)? And does it only worry about what is on the screen? what about layers, a player can go behind a tree or house during game play... That could make my 2D game run smoother as well.

Thank you,

Josh
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