Frame rate issues

Member
Posts: 117
Joined: 2010.09
Post: #1
Hi all,

I'm trying to find out exactly where the problem is in my app that causes the frame-rate to drop.
I assume perhaps I am not using instruments correctly.
Currently most of my textures are direct outputs from gimp as .png's which I assume are therefore 8888 format.
I briefly tried texture packer's conversion to 1555; but the effect wasn't noticeable (BTW; where can I get a good mac texture format conversion util from?; Imagemagic seems to be the one but no nice gui, and no pre-mac built dmg).
Currently (it's a 2D scroller) I have GL_DEPTH_TEST disabled.
So I assume although I draw front to back *everything* gets drawn regardless of whether it's visible or not.
Currently (as it's 2d) all sprites just have an x/y coord. Do I need to add a Z just so I can use the depth buffer and adjust my vertex draw to take that into account. Would this give a significant speed boost?
Don't really want to go down the PVR root as the texture quality will degrade (and as they are sprites I assume it will be noticeable).

Any other suggestions, or perhaps things to check in instruments appreciated

Cheers
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Messages In This Thread
Frame rate issues - markhula - Jan 12, 2011 09:56 AM
RE: Frame rate issues - OneSadCookie - Jan 12, 2011, 09:59 AM
RE: Frame rate issues - markhula - Jan 12, 2011, 10:09 AM
RE: Frame rate issues - OneSadCookie - Jan 12, 2011, 10:11 AM
RE: Frame rate issues - markhula - Jan 15, 2011, 08:41 AM
RE: Frame rate issues - OneSadCookie - Jan 15, 2011, 09:14 AM
RE: Frame rate issues - markhula - Jan 15, 2011, 09:17 AM
RE: Frame rate issues - markhula - Jan 15, 2011, 09:47 AM
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