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Re: 2D Games with OpenGL



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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References: 
 >2D Games with OpenGL (From: Lee Morgan <email@hidden>)



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