Without knowing the amount of texture data and the specific device
you're using it's tough to
answer this question.
For any application that pans over a large texture, you can
can use a predictive tiling strategy to subtexture portions of the
texture that the application
anticipates the user will require soon. This will constrain the
required uploads considerably.
On Sep 17, 2004, at 7:51 AM, Lee Morgan wrote:
I am looking into using OpenGL for my new 2D game. The main questions
I have is...
In the past I was always told that in order to do a game with hardware
acceleration I would have to keep all my level's textures in VRAM -
meaning all the backgrounds, tiles, and every frame of every sprite.
This really isn't practical for my game - as I have large backgrounds
and many of them for parallax scrolling. So does this still hold true
- or can OpenGL page textures in and out of VRAM efficiently enough
for a game to keep a high frame rate (30-60fps)?
Next the game will consist of large (possibly 1600x1200 pixels), can I
get good enough performance out of OpenGL with this large of textures?
I know it's hard to beat OpenGL's performance, but I've never seen a
2D OpenGL game that has many large textures.
So I figure the best way to use OpenGL is to use the ortho projection
and then use the z buffer to provide separate layer's for the
backgrounds, tiles, and such.
Any other suggestions are welcomed.
- lee
P.S. I know that I won't be supporting the Rage-128 or below, since it
doesn't have the non-power-of-2 extension.
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