Oh, I think I misunderstood you.   You mean you'd have to animate the
on-screen objects, right?

On Thu, Sep 25, 2008 at 9:40 AM, Luke Paireepinart
<[EMAIL PROTECTED]>wrote:

> You could just keep track of animation state of each off-screen object (you
> must be keeping track of animation state (i.e. current frame, etc.) to
> animate anyway, right?)
> and not actually switch the textures until they become on-screen, couldn't
> you?
>
>
> On Thu, Sep 25, 2008 at 9:10 AM, josch <[EMAIL PROTECTED]> wrote:
>
>>
>> hey alex!
>>
>> thx for the long and helpful response!
>> i did exactly as you suggested:
>>  * no usage of vertex list migrations but storing all tiles in one
>> 2048x2048 textureatlas that i manually fill with resource.file images
>>  * moving around with glTranslatef() rather than modifying the vertex
>> coords
>>  * drawing 3/4 of the scene offscreen so that i have to update the
>> texture coords of my vertex list *very* seldom for moving around the
>> map
>>
>> now another question: as i understood it, drawing offscreen makes
>> sense as it will leave the batch untouched a long time and thus will
>> increase performance. but recently i realized that i might have
>> accomplished this for now with the offscreen drawing but later on i
>> will have to change the batch anyway a *lot* of times as i have to
>> animate the water tiles and some map objects and as far as i
>> understood you, switching the texture coords for animation is touching
>> the batch so does it still make any sense to draw offscreen if the
>> batch will be touched regularly anyways?
>> cheers
>>
>> josch
>> >>
>>
>

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