> 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.

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