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Re: 2D Games with OpenGL



Of course your right - I should have given more specifics, so here goes...
My base line systems (that I aim to get the 30-60fps on) is,
Flat Panel iMac which has a NVIDIA GeForce 2 MX w/ 32 MB VRAM and the
800 MHz iBook which as a ATI Mobility Radeon 7500 w/ 32 MR VRAM


As for the amount of texture data - in a game which has a level editor I can never be sure.
But here's a educated guess...
5 1600x1200
100 20x20
300 64x64
2 800x600


All at 16-bit color with a 8-bit alpha mask.

The 800x600 and 1600x1200 are used for backgrounds and other full screen graphics - and as such they will be scrolling by the screen constantly. The 20x20 are animated tiles. And finally the 64x64 textures are a educated guess at the animated sprites size. At any point in time there may be a very large (1000) number of tiles and or (50) sprites on the screen.

So as you can see its not only a few large textures but also a slew of smaller textures (which are used for sprite and tile animations).

- lee


On Sep 17, 2004, at 11:58 AM, John Rosasco wrote:

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



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