Locking and grouping quads together (text based items)

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tx
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Locking and grouping quads together (text based items)

Postby tx » Sat Mar 10, 2007 15:12

Hi!

Correct me if I am wrong, but every text based item has it's own quad for each letter.

Wouldn't it be more effecient to be able to lock it and group them together to a big texture on a big quad. Ive noticed a great performance drop when using large amount of text.

maxim
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Re: Locking and grouping quads together (text based items)

Postby maxim » Mon Mar 12, 2007 03:52

tx wrote:Hi!

Correct me if I am wrong, but every text based item has it's own quad for each letter.

Wouldn't it be more effecient to be able to lock it and group them together to a big texture on a big quad. Ive noticed a great performance drop when using large amount of text.

You could optimize this in renderer's side by grouping all the quads using same texture together and then issuing only a single rendering command for your 3D-rendered api of choice. Especially with the D3D9 the overhead of issuing DrawPrimitive()-comman d is huge.

LennyH
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Postby LennyH » Mon Mar 12, 2007 14:10

If you think that's bad, wait until you want to use tiling when modifying the looknfeel :p These sort of optimizations should be seriously considered and implemented. Nothing like keeping everything running quickly to make us all happy :)


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