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Re: 2D Games with OpenGL



In a message dated 9/19/04 4:16:11 PM, email@hidden writes:

>> If you have a sprite that won't show up untill the end of the level,
>> then
>> you can wait till it is time to load it in VRAM.
>
>
>You know your right, I was thinking back to my older days of blitting 
>where I would think of each instance of a sprite as counting (if was 
>the same image or not). Using hardware it only matters per image not 
>per instance.
>
>So here's my educated guess at graphics I will have (per-level)...
>5  1600x1200   background layers - each visible 90% of the time
>2  800x600     overlays - normally only one of these
>200    20x20       tiles - total per level - typically there would be about 
300
>
>quads per frame of these
>100    64x64       sprites - total per level - can be upwards of 50 quads of 
>these per frame

You could also create sections (per-level) and Double Buffer the textures for 
"this"
section and for the next, so you can display the next section without having a
"slowing because of loading effect" and you'll only have one section loaded 
at a time
saving aton of space.



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