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Texture Blend / Particle Problem

Started by November 26, 2001 06:10 PM
1 comment, last by kkitchin 23 years, 3 months ago
I am experiening the following problem, can anyone help? In the graphics engine I am writing I have a particle engine that normally works fine, but slows eveything down to a crawl if the particles are all drawn at the same location. The slowdown seems to be directly proportional to the apparent size of the particles on the screen (ie the size of the texture maps being rendered) Even with only 50 particles at the same spot things slow down to about 5 fps! The problem is definitely related to rendering the texture maps for the particle. Drawing the particle without texture mapping (ie shaded) works fine - I fairly confident something is going screwy at the OpenGL level. Enabling disabling/blending, locking the depth buffer etc have all been tried to no avail. Any other ideas? I am coding using the NVidia hardware accelerated OpenGL X drivers for Linux, Riva TNT 128, SDL, it shouldn''t be this slow should it? Hmm. Maybe I should check to make sure that I am not using software drivers, although I am getting pretty good performance for everything else. Any advice would be appreciated. Keef
------------------Trouble is my business------------------
check that there are no redundant state changes, for instance, dont even think about enabling and disabling blending per particle, do it once, draw all the stuff then kill it.

Also check the blending method, some crunch processors harder than others.

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Not re-binding the texture for each particle would also be a good idea I assume....

Duh!

*slaps head*


Keef
------------------Trouble is my business------------------

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