Re: render particle
"Andras Balogh" <[email protected]> Mon, 06 Mar 2006 15:49:25 -0800
| Newsgroups | gmane.games.devel.opengl |
|---|---|
| Organization | Fat City Network Services, San Diego, California |
| Message-ID | <[email protected]> |
First, you'll probably be limited by fillrate way before you'll be limited by vertex transforms. But even if not, next you'll be limited by bus bandwidth, and points need 4 times less bandwidth than quads. Finally, the only time you might want to micro-optimize like this, is when you're competing with johnc, but then you probably wouldn't need our advice ;) Trust me, getting rid of camera transformation is not an optimization. There's so much more going on that this won't make the slightest difference! I'm sure you've heard this before: "Premature optimization is the root of all evil". Always go with the simplest solution, and then optimize the bottleneck. It makes no sense to optimize something that is not even the bottleneck! You'll end up with more complicated, less flexible and probably slower code. Of course, sprites have their problems, like HW dependent size limit (most cards max out at 64x64 pixels), but that's not a speed issue, but a feature issue. Andras On Mon, 06 Mar 2006 15:09:24 -0700, Balogh Péter <[email protected]> wrote: > I know, but is that the fastest way? What if I for example calculate a > vertex array, that can be rendered with identity camera matrix? Can it > be faster? > > Peter Balogh > > Michael I Gold wrote: >> http://oss.sgi.com/projects/ogl-sample/registry/ARB/point_sprite.txt >> Point sprites are part of core OpenGL 2.0. >> Balogh Péter wrote: >> >>> Hi >>> >>> I'm working on a render engine, and I would like to write a particle >>> system, but I don't know what is the optimal way of rendering >>> particles in OpenGl? Mostly sparks and sprites. My minimum platform is >>> pretty low, P3 1Ghz and Gef3. >>> >>> All help appreciated! >>> >>> Peter Balogh >>> ----- FAQ and OpenGL Resources at: >>> http://www.geocities.com/SiliconValley/Hills/9956/OpenGL >>> >> > ----- FAQ and OpenGL Resources at: > http://www.geocities.com/SiliconValley/Hills/9956/OpenGL > ----- FAQ and OpenGL Resources at: http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: Andras Balogh INET: [email protected] Fat City Hosting, San Diego, California -- http://www.fatcity.com --------------------------------------------------------------------- To REMOVE yourself from this mailing list, send an E-Mail message to: [email protected] (note EXACT spelling of 'ListGuru') and in the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L (or the name of mailing list you want to be removed from). You may also send the HELP command for other information (like subscribing).