Frame rate issues
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
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
| 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
|
Possibly Related Threads...
| Thread: | Author | Replies: | Views: | Last Post | |
| Frame Rate Consistency | daveh84 | 4 | 3,171 |
May 4, 2010 12:19 PM Last Post: AnotherJake |
|
| limiting frame rate | NelsonMandella | 14 | 5,342 |
Sep 16, 2009 02:57 PM Last Post: bmantzey |
|
| iPod low upgrade rate to 3.0 | jjslay | 4 | 2,755 |
Jul 31, 2009 09:38 AM Last Post: bruss14 |
|
| frame rate for a Quartz game? | aerospaceman | 2 | 3,542 |
Jun 22, 2009 10:56 AM Last Post: longjumper |
|
| mac mini simulator - slow frame rate | sumiguchi | 3 | 3,438 |
Dec 18, 2008 08:56 AM Last Post: SafariAl |
|

