So are you calling a RenderFuncptr() for each particle in your system?
Function Pointers within Classes
- The trade-off between price and quality does not exist in Japan. Rather, the idea that high quality brings on cost reduction is widely accepted.-- Tajima & Matsubara
In relation to Mikes code I would be using Render() which in turn calls the pRender instance of a RenderFuncPtr()
Obviously my code is different but I am going to adapt what I have now (function pointers with functions being static members)to use his method.
Cel
Obviously my code is different but I am going to adapt what I have now (function pointers with functions being static members)to use his method.
Cel
Cel aka Razehttp://chopper2k.qgl.org
um oh yeh but basically yes I am calling a render function pointer for each particle.
Its faster than how I had it before, with a conditional loop to check what sort of particle it is.
Cel
Its faster than how I had it before, with a conditional loop to check what sort of particle it is.
Cel
Cel aka Razehttp://chopper2k.qgl.org
September 26, 2000 03:23 PM
Magmai:
For particle systems, you''re right, the most efficient method is to seperate all the types into their own arrays and render a type at a time. However, do you have performance data to clarify the gain achieved by this method? Particle systems are one of the few areas that I think this optimization is worth it -- ie, when you have thousands or tens of thousands of particles floating around.
For a general-case, particularily in an OOP game engine, virtual funcs or function pointers for draw/move/etc is the way to go IMHO.
For particle systems, you''re right, the most efficient method is to seperate all the types into their own arrays and render a type at a time. However, do you have performance data to clarify the gain achieved by this method? Particle systems are one of the few areas that I think this optimization is worth it -- ie, when you have thousands or tens of thousands of particles floating around.
For a general-case, particularily in an OOP game engine, virtual funcs or function pointers for draw/move/etc is the way to go IMHO.
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