Particule with Sprite or Tris ?
Blitz3D Forums/Blitz3D Programming/Particule with Sprite or Tris ?
| ||
What is more quickly, a particule engine with sprites or tris ? |
| ||
a sprite has 2 tris, so i guess if you use 1 triangle particles then it's faster... |
| ||
But I can put a texture on it ? if there is only 1 triangle ? |
| ||
It may or may not be faster, depending on your card. |
| ||
With new graphics card like Geforce Ti and Radeon 9.... |
| ||
When I tried making a 1 tris per particle system, I got some nasty texture wrapping at the edges.. even with the apropriate flags turned on/off. I opted for the 2 tris per sprite in a square/rect shape. Whilst it may be slower, i am safe in the knowledge that it fully works. As for B3d sprites, and using tris. There is no option, use tris every time. |
| ||
With new graphics card like Geforce Ti and Radeon 9.... Who knows? One requires a higher triangle processing rate and the other requires a higher fill rate. |
| ||
I have read elsewhere in the forum that sprites are all one surface whereas tris may be separate entities with separate surfaces. Surface count is has a high performance cost. So if you are using tris they are likely to be slower if you store them as ents with separate surfaces. y'03 |
| ||
thank for all your responses I know my english is very poor |
| ||
I can vouch for what yinch says. On my machine, which has a Gforce2 MX, I have found sprites to be the fastest - even above a single surface particle system. Certainly don't use entities in a particle system as things get very slow when you have a lot. |
| ||
I think that this will convince you that single surface particle systems [with one tri] are very fast :) http://www.blitzbasic.com/codearcs/codearcs.php?code=757 Bye. |