> This is an impressive improvement! Out of curiosity, how large does the > texture atlas end up being?
All images fit into 16kx16k, but since most GPUs seem to support 8k we have 2 textures. This could be improved by doing what we started once before, but never finished: compactifying the animations by finding common rectangles. This could be done when the atlas is constructed and would reduce memory foodprint a lot. [Element Array] I did experiment with an element array for a bit and it seems to buy some CPU too, but I had trouble keeping this indirection in my head during coding, so I cut it eventually. I agree that it would be better design. [Buffer magic] That sounds interesting, but would require some redesign in the current draw approach. I am very weary working on OpenGL related stuff, so I'll call it good enough for now. If you are interested in experimenting further, that would of course be greatly appreciated! -- https://code.launchpad.net/~widelands-dev/widelands/use_image_cache/+merge/282106 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/use_image_cache into lp:widelands. _______________________________________________ Mailing list: https://launchpad.net/~widelands-dev Post to : [email protected] Unsubscribe : https://launchpad.net/~widelands-dev More help : https://help.launchpad.net/ListHelp

