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  #1  
Old 05-19-2012, 05:06 PM
Hezzy002 Hezzy002 is offline
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Originally Posted by DustyPorViva View Post
My mistake, it was disabling everything other than the polygons. I ran a 64*64 loop and only displayed polygons, with nothing else going on in the loop, and that's what caused the massive slowdown. Even without textures applied. I will have to try the layer thing, but I doubt it would make much of a difference in extreme cases. The fact that I can render an entire level with this perspective with no slowdown(while only have some minor visual distortion), is quite an accomplishment in Graal, imo.
If that's the case, then it's very likely that Graal renders scripted images and polygons into their own draw call. The bottleneck here is the communication between the CPU and GPU taking too long because the CPU has to upload data to the GPU, and wait for it to return before it can push the next polygon, etc. Normally, the CPU uploads it all at once which is significantly quicker.

Because of this, the only way to increase performance here is to use less polygons to reduce the amount of draw calls between the CPU and GPU.

I wonder.. is there a way to render the entire scene with just one, massive polygon? It would be possible if you can manipulate the UV coords independently of the vertex positions. If you could pull that off, your performance would literally skyrocket.
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  #2  
Old 05-19-2012, 05:46 PM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by Hezzy002 View Post
I wonder.. is there a way to render the entire scene with just one, massive polygon? It would be possible if you can manipulate the UV coords independently of the vertex positions. If you could pull that off, your performance would literally skyrocket.
You can, yes, however Graal doesn't map textures correctly. It will break on the diagonal seam(which is also what is causing the distortion with current rendering). That's why I had to resort to using multiple polygons, to break that seam issue.

Oh, and also even if you use one polygon, you can't emulate distance with it.
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Old 05-19-2012, 06:08 PM
Crow Crow is offline
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Originally Posted by DustyPorViva View Post
Oh, and also even if you use one polygon, you can't emulate distance with it.
Why not?
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Old 05-19-2012, 06:43 PM
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Originally Posted by Crow View Post
Why not?
Because you can only apply one texture to a polygon, and you'd need the have the Y scale of the image vertically get smaller towards the horizon. At least, that's how I figure. Either way Graal doesn't like skewing textures on polygons.
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Old 05-19-2012, 06:47 PM
Hezzy002 Hezzy002 is offline
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Originally Posted by DustyPorViva View Post
Because you can only apply one texture to a polygon, and you'd need the have the Y scale of the image vertically get smaller towards the horizon. At least, that's how I figure. Either way Graal doesn't like skewing textures on polygons.
If you can set the UV coords independently from the vertex positions like I said earlier then you can do the exact same thing you're doing now with a single polygon. How do you set the UV coords?
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  #6  
Old 05-19-2012, 06:58 PM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by Hezzy002 View Post
If you can set the UV coords independently from the vertex positions like I said earlier then you can do the exact same thing you're doing now with a single polygon. How do you set the UV coords?
I don't think you can. Regardless, this is what it looks like when you apply an image to a skewed polygon:



The issue was brought up with Stefan a long time ago, but I don't think it will ever be fixed.
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Old 05-19-2012, 07:00 PM
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  #8  
Old 05-19-2012, 07:02 PM
Hezzy002 Hezzy002 is offline
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Originally Posted by DustyPorViva View Post
I don't think you can. Regardless, this is what it looks like when you apply an image to a skewed polygon:

The issue was brought up with Stefan a long time ago, but I don't think it will ever be fixed.
You said it an earlier post you could :/

Anyway, if you can't set UV coords independent of their vertex positions, then the only increase in framerate that'll really help you is reducing the amount of draw calls. In your case that pretty much means the only thing you can do is reduce the amount of polygons. You should really scale the quality up from high to low as it approaches the horizon, though, with this technique it's the only room for speed improvements as far as I can tell.
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