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May 10, 2023 at 13:19 answer added Philipp timeline score: 1
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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