Re: [TuxKart-devel] Slowness - really related with Karts?
Status: Alpha
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From: Ricardo C. <ri...@ae...> - 2004-09-06 11:44:38
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Em Segunda, 6 de Setembro de 2004 01:40, o James Gregory escreveu: > On Sun, 2004-09-05 at 23:32, Jason T. Rice wrote: > > So go ahead and flame him. The single font texture is THE definitive > > way it is done. Texture switching WILL kill you on an OpenGL or DirectX > > system. If you don't know what it means, Google for "Texture Switching" > > and I'll bet the experts point to some obscure 10 year old web page of > > Steve's. That is the reason that every commercial game you pick up has > > budgetted character textures into compact atlases and you never see a > > character, feature, deco or terrain piece jump across multiple > > textures. EVERY pro title uses a single texture font system to avoid it. > > As I said already, the use of ttf for in game text was a matter of what > was easiest, not what is best. At some point I'll experiment to see how > many FPS using ttf loses us. If it's more than maybe 5 fps or something, > then I might change it back to using a bitmap font. If it's less than > perhaps 5 fps, then the question is: another evening of coding or just > leave it for now to focus on other more important things? > Okay, made a simple test where I've enabled and disabled text drawing. The difference is huge in terms of performance, more than 20 fps, in my system. It might be possible to see with some tool where it spends more time, if the rendering, converting of SDL_Surface to textures or the drawing of textures. The use of a pixmap would decrease the frame rate needed, since it'd just take the time of drawing it to screen. Cheers, Ricardo -- The error of youth is to believe that intelligence is a substitute for experience, while the error of age is to believe experience is a substitute for intelligence. -- Lyman Bryson |