Timeline for Why use sprite tile maps on the GPU in WebGL?
Current License: CC BY-SA 4.0
13 events
| when toggle format | what | by | license | comment | |
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| May 10, 2023 at 13:19 | answer | added | Philipp | timeline score: 1 | |
| May 10, 2023 at 13:05 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
| Apr 11, 2022 at 16:02 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
| Dec 12, 2021 at 15:06 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
| Nov 12, 2021 at 14:23 | answer | added | mrall | timeline score: -2 | |
| Apr 19, 2021 at 20:44 | comment | added | tuket | One benefit of that technique is that it uses less memory. It only stores one vec3 per tile. With vertex data, you would need to store that data for each vertex (there are 4 vertices in each tile). I can't think of any problems with the technique (just the limitations that are mentioned in the article, such as the texture size limitation, but you could work around it anyways). | |
| Mar 25, 2021 at 6:00 | history | tweeted | twitter.com/StackGameDev/status/1374964277220626433 | ||
| Mar 24, 2021 at 20:18 | comment | added | Ryan Peschel | @AC Isn't the GPU parallel? Why would rendering one quad be faster than 100? Wouldn't all 100 be rendered at the same time anyway? | |
| Mar 24, 2021 at 3:25 | comment | added | A C | You're correct about the gist, but left out one important element: it's only ever pushing 4 vertices through the GPU, instead of 4 for every single tile (as one might do in the "naïve" implementation). A single quad will generally render a lot faster than hundreds. The spritesheet itself is a similar trick -- by combining all the tile textures into one single texture, we can minimize the amount of work the GPU has to do, resulting in quicker renders and more frames per second. | |
| Mar 23, 2021 at 15:47 | comment | added | Stack Exchange Broke The Law | Also VBOs can't contain tiles, only vertex data. What would that vertex data look like? | |
| Mar 23, 2021 at 15:47 | comment | added | Stack Exchange Broke The Law | It's not abuse. You are free to use the GPU however you want. | |
| Mar 23, 2021 at 10:38 | history | edited | Ryan Peschel | CC BY-SA 4.0 |
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| Mar 23, 2021 at 10:13 | history | asked | Ryan Peschel | CC BY-SA 4.0 |