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  #1  
Old 12-24-2010, 07:47 PM
12171217 12171217 is offline
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http://en.wikipedia.org/wiki/Texture_atlas

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In an application where many small textures are used frequently, it is often more efficient to store the textures in a texture atlas which is treated as a unit by the graphics hardware. In particular, it is faster to bind one large texture once than to bind many smaller textures as they are drawn.
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Old 12-24-2010, 09:09 PM
fowlplay4 fowlplay4 is offline
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Hello kids who rated me down.. again..
Complaining about receiving a negative rep can only lead to more negative rep, in fact it almost warrants it.

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Old 12-24-2010, 09:24 PM
RegretZ RegretZ is offline
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Originally Posted by 12171217 View Post
Hello kids who rated me down.. again..

http://en.wikipedia.org/wiki/Texture_atlas
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Originally Posted by fowlplay4 View Post
Complaining about receiving a negative rep can only lead to more negative rep, in fact it almost warrants it.

jus sayin'
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  #4  
Old 12-24-2010, 09:27 PM
12171217 12171217 is offline
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Originally Posted by fowlplay4 View Post
Complaining about receiving a negative rep can only lead to more negative rep, in fact it almost warrants it.

jus sayin'
I care more about bringing attention to something that warrants concern than my rep, but yeah, texture atlases will probably improve performance when there's multiple players on screen, as there's really no other reason I can think that the game would have slowdown with more players. It's not like it's very CPU-intensive to loop through a list of players. So where does the slowdown come from?



Could combine heads, bodies, shields onto a texture atlas and then bind the head atlas, render heads, bind the body atlas, render bodies, bind the shield atlas, render shields, etc. It doesn't really fit with Graal's architecture, what with ganis and all, but Graal iPhone shouldn't be a senseless port of a PC game, it should be made to fit the platform. Of course, the maximum texture size on the iPhone is 1024x1024, so you could either build the atlas on the client whenever a new player is added with a different oufit, replacing an old one, or do it on the server for each client and send it over. Once there's more than 9 players on screen (Only 9 bodies could fit on one sheet), you would have to expand into a second sheet.

It's probably quite a bit of work, and I don't really expect anybody to do this much, but as far as where the slowdown comes from?



..and I doubt it'll really ever be fixed.
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Old 12-24-2010, 10:37 PM
Dnegel Dnegel is offline
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what no how?!??!
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