Frame rate issues

Member
Posts: 117
Joined: 2010.09
Post: #8
In my quest for 60 fps I took out the z buffer creation from eagle thus:


//glGenRenderbuffersOES(1, &depthRenderbuffer);
//glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
//glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_DEPTH_COMPONENT16_OES, backingWidth, backingHeight);
//glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);


Firstly; is this safe??? (obviously I don't use the z buffer lol).
Secondly; now at a firm 60fps!!!!!!!!!!!!!!!!!!!!!!!

Anyone care to support my method?!? :-)

Cheers

p.s I am guessing as no z-buffer is allocated there is more texture ram; and texture thrashing occurs less?????

p.s.s if this is true then the theory of putting say all player animation frames into 1 texture atlas may be flawed. (i.e. the texture could be quite large). Would it not possibly be better to put all 'walking left' in 1 atlas; walking up' in another etc. etc.
then you will only require a smaller texture per call for the player.
Can anyone confirm or deny my logic(!)??? :-)

p.s.s.s CRUMBS!, my render utilization is down from 95% to 57%!!!

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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