What do you use for sprites, array lists, indexed array lists or VBO?

Member
Posts: 249
Joined: 2008.10
Post: #1
Hi mates!

I'm building a common 2D platform game, where elements are sprites.

What do you use for sprites, array lists, indexed array lists or VBO?
I'm talking about performance point of view.

And do you build a QUAD or a couple of triangles?


Thanks a lot for suggestions.
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Member
Posts: 194
Joined: 2009.02
Post: #2
Array lists and quads.
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Luminary
Posts: 5,143
Joined: 2002.04
Post: #3
there are no quads in ES...
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Member
Posts: 194
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Post: #4
OneSadCookie Wrote:there are no quads in ES...

Good point. I'd go with two triangles in that case.
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Member
Posts: 249
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Post: #5
OK. Thanks.

What I don't understand is why there is no performance difference between VBO and array list. Maybe because GPU and CPU RAM memory is the same, I don't know. But I don't appreciate performance differences between them.
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Sage
Posts: 1,232
Joined: 2002.10
Post: #6
If vertex submission isn't the bottleneck in your application, it won't make any difference.
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Member
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Post: #7
riruilo Wrote:OK. Thanks.

What I don't understand is why there is no performance difference between VBO and array list. Maybe because GPU and CPU RAM memory is the same, I don't know. But I don't appreciate performance differences between them.

Well, there is substantial difference with the new devices (3gs) -the old one , well ...Apple claims there are some hardware limitations which make VBOs essentially a gimmick.

On the other hand, Img Tech guys say there is nothing wrong with their hardware so .. I guess ...will never know.
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Sage
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Post: #8
warmi Wrote:Img Tech guys say there is nothing wrong with their hardware so .. I guess ...will never know.

Actually, IMG says the same thing as Apple.

See the top of page 8 in the PowerVR 3D Application Developer Recommentations:

Quote:On most POWERVR MBX systems you might not see a noticeable increase in performance using vertex buffers, but it will not degrade performance either. On newer generations of POWERVR hardware (SGX), using vertex buffers can make a noticeable difference in performance.
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Member
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Post: #9
arekkusu Wrote:Actually, IMG says the same thing as Apple.

See the top of page 8 in the PowerVR 3D Application Developer Recommentations:

Yeah, in this case they do but what I was referring to was the problem with inefficient vertex data copying on every drawXXX class which , as far as I understand, is something specific to Apple and their version of MBX driver.
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Member
Posts: 249
Joined: 2008.10
Post: #10
Really interesting. Thanks a lot.
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