Timeline for Drawing lots of tiles with OpenGL, the modern way
Current License: CC BY-SA 3.0
10 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Dec 2, 2016 at 10:24 | comment | added | Stack Exchange Broke The Law | Try using a texture atlas so you don't have to switch textures, but keeping everything else the same. Now how's their framerate? | |
| Mar 22, 2013 at 7:52 | answer | added | JasonD | timeline score: 0 | |
| Jun 11, 2012 at 18:20 | answer | added | API-Beast | timeline score: 3 | |
| Jun 11, 2012 at 1:36 | answer | added | Maximus Minimus | timeline score: 4 | |
| Jun 10, 2012 at 18:54 | answer | added | dreta | timeline score: -1 | |
| Jun 10, 2012 at 16:34 | history | tweeted | twitter.com/#!/StackGameDev/status/211858824716496898 | ||
| Jun 9, 2012 at 23:46 | answer | added | Marco | timeline score: 27 | |
| Jun 9, 2012 at 23:01 | history | edited | Nic | CC BY-SA 3.0 | added 111 characters in body |
| Jun 9, 2012 at 22:51 | comment | added | zacharmarz | If tiles are not moving nor changing and they look the same way whole level, you should use first idea - frame buffer. It will be most efficient. | |
| Jun 9, 2012 at 22:45 | history | asked | Nic | CC BY-SA 3.0 |