0
votes
0answers
62 views

How can I avoid overdraw-related performance issues with alpha blending on mobile platforms?

I'm developing a mobile game using Unity3D. I'm evaluating different methods to give the possibility to the artists of customizing the environment. They need to add some static dirty on the walls and ...
1
vote
3answers
79 views

Entity System Texture Rendering Performance Java

I use Artemis and LibGDX. I have the following two components which manipulate a texture: ComponentTexture // Stores the texture ComponentSource // Define a region for the texture, that will only be ...
2
votes
1answer
112 views

What's the difference between Textures and VertexTextures in XNA?

The GraphicsDevice class of XNA has the properties Textures and VertexTextures. What is the exact difference? I don't really understand what MSDN tells me about this. I usually use Effect parameters ...
-1
votes
1answer
161 views

OpenGL: How to map textures to geometry without using filter parameters

following my another question I have studied in the documentations that I should use this procedure : Define the texture filter parameters. This will control what happens when a texture is scaled ...
12
votes
2answers
1k views

Speeding up procedural texture generation

Recently I've begun working on a game that takes place in a procedurally generated solar system. After a bit of a learning curve (having neither worked with Scala, OpenGL 2 ES or Libgdx before), I ...
1
vote
3answers
263 views

Material usage, one per model or per object?

Is it better (memory, time (of developer), space) to use single model that is unwrapped and uses a single material or to break a model down into appropriate bits, each with their own smaller ...
2
votes
1answer
773 views

Drawing a textured triangle with CPU instead of GPU

I understand the benefits of GPU rendering and such, but for a certain limited application I need to render textured triangles purely using CPU. I've built a 3D engine capable of object handling, ...
25
votes
4answers
11k views

why would you use textures that are not a power of 2?

In the early days of OpenGL and DirectX, it was required that textures were powers of two. This meant that interpolation of float values could be done very quickly using shifting and such. Since ...
10
votes
4answers
10k views

Preferred way to render text in OpenGL

I'm about to pick up computer graphics once again for an university project. For a previous project I used a library called FTGL that didn't leave me quite satisfied as it felt kind of heavy (I tried ...