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Sprite Speed Tester
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Topic: Sprite Speed Tester (Read 6615 times)
MrTAToad
Guest
Re: Sprite Speed Tester
«
Reply #15 on:
2011-Jun-04 »
I suspect the rotating and zooming counters any possible advantages Polyvector would normally supply...
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Moebius
Dr. Type
Posts: 315
Re: Sprite Speed Tester
«
Reply #16 on:
2011-Jun-05 »
for me, rotozooming polyvectors
were
faster than rotozooming sprites
With size at 10000:
4.5-5.5 FPS using rotozoomsprites
8-12 FPS using polyvectors
Doesn't this count as quite a bit faster?
EDIT: On PC...
«
Last Edit: 2011-Jun-08 by Serpent
»
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Endless Loop: n., see Loop, Endless.
Loop, Endless: n., see Endless Loop.
- Random Shack Data Processing Dictionary
Kitty Hello
code monkey
Administrator
Prof. Inline
Posts: 10766
here on my island the sea says 'hello'
Re: Sprite Speed Tester
«
Reply #17 on:
2011-Jun-06 »
The old card can definitely _NOT_ be compared to mobile devices. These lagacy cards are "optimized" for glBegin/glEnd draw calls. Newer day cards are optimized for one-batch calls. Same goes for EGL devices. Please try a real device to see the real difference.
Code looks OK from first glance.
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Sprite Speed Tester