Preview for the problem:
I'm making a similar game to Minecraft (a game that it's world is made by cubes), but the fps of the game is getting low only by rendering a little amount of cubes in the world.
So I decided to use the Combine/Margin technique to improve it. I want to combine cubes that are from the same type and there positions are next to each other.
Lets say I have 4 faces of cubes that are next to each other in that order:
Right Now: I am rendering each face with 2 triangles so in total I render all of the faces with 8 triangles.
Improvment That I Want To Make: I want to render these faces with only 2 triangles but to keep the textures where they are at. Which means to use only 2 tringles for 4 faces and to use 4 textures in that area.
OUT OF THE TOPIC:
Currently I'm using:
- Frustum culling.
- Not rendering cube faces that are on each other.
Which fps improvment techniques do you recommend me to use? Currently when I'm rendering only 1500 faces at the same time [3000 triangles] my game is getting to about 25~ fps.