>most sprites are rendered via the draw_texture extension

For very large numbers of sprites I've found that the standard draw
arrays/elements methods are much faster than the draw_texture
extension in cases where you can arrange to draw multiple sprites per
draw call. That's impossible with the draw_texture extension.

On Apr 7, 11:52 am, MrChaz <[email protected]> wrote:
> 100 is a low estimate but it's around that point that the frame-rate
> seems to get into the sub 30's.
> I'm already doing pretty much everything you've mentioned except using
> VBOs - most sprites are rendered via the draw_texture extension.
> Unfortunately pretty much all the sprites have some transparency so
> I'm using ARGB_8888 for the texture atlas's.
>
> On Apr 6, 10:28 pm, Ralf Schneider <[email protected]> wrote:
>
> > If your performance problem is only related to putting sprites on the
> > screen, don't expect an improvement by witching to the NDK.
>
> > I don't know how you are currently doint it, but these are some general
> > remarks:
>
> > Use OpenGL ES to draw the sprites.
> > Limit your textures to 256x256. 512x512 seems to be slower on some devices.
> > Use texture atlases for smaller sprites -> To avoid state changes in OpenGL
> > Use VBOs
> > Avoid textures with alpha channels on slower devices.
> > Don't scale or rotate your sprites on slower devices. Slower devices often
> > have a fast path for simple blitt operations. => Check if "point sprites"
> > are available on the device. If yes, use them.
> > Use 16 Bit (565) textures.
> > Watch the video I have posted in the previous post. The speaker has some
> > valuable tips for performance improvements.
>
> > Anyway, 100 Sprites is not very much if you are already using OpenGL...
> > So may be you are right and the only solution is to target high end devices
> > for your next project.
>
> > 2010/4/6 MrChaz <[email protected]>
>
> > > I was hoping that someone had tried a little test app with a simple
> > > scene.  I think I've pretty much reached the limits in terms of get
> > > sprites on the screen at an acceptable frame rate (at least on G1 type
> > > hardware).
> > > It seems, at least for what I'm doing, the limit is about 100 sprites
> > > but for my next project I'd like a bit more.
> > > Maybe I'll just stop making games for 'old' hardware and concentrate
> > > on the Droid and N1.  I can't say I like the idea of ignoring half the
> > > market :(
>
>

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