I'm writing 2D games on Android and I'm targeting a phone that has a minimum OpenGL ES 1.1 support .
I am currently looking to create my animated phantom class, which is basically a quad on which there is a changing texture on it to provide an animation.
I wanted to stay on OpenGAG 1.1 so I was thinking of saving shader thinking how other people have contacted the implementation of animated sprites
My thoughts initially either Was:
- Set up a texture coordination with a textured buffer object, then use a lot of preloaded textures that will be swap at runtime.
- Make only a texture sprite sheet and modify texture coordinates on runtime so that the coronet subsection of the phantom sheet is displayed.
Is anyone more clever or more efficient way to do this without shader?
Thank you
Choose # 2 You have only two options.
However, I set the quad-top set and caching all em> in the top buffer at Memory nearest GPU for each sprite frames. Or just new sprite trades produce the top and specify them for each drawing. This is the problem between caching performance vs storage. Think about memory segment headings for single frames.
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Changing the GPU's internal position is of course very expensive operation, of course, including texture swap swaping. Do not leave as much as possible. Its use is a very big reason for the development of traditional games.
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The resources for VRAM (the closest memory of the GPU) can move resources (including the headers) because they have to be copied in a slow bus. Is the same GPU + VRAM server, the CPU + RAM PCI-Bus client connected through the network. However this system may vary based on the structure and memory / bus model.
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