- Joined
- Sep 18, 2011
- Messages
- 742
I have a new WIP Uplink port using libGL: http://bochs.info/pnd/uplink.pnd
This shows off the major shortcoming with my current pixel pipeline. In order to save on texture uploads, I try to batch pixel updates. You won't notice this problem in most other games, but Uplink uses a windowing system and heavy amounts of overlapping glDrawPixels. This means things will be rendered in the wrong order / overlapping / merged.
However, pixel ops make the text rendering much better (that was the biggest problem with the GLES port of uplink).
I'm toying with a few ways (major hacks) to keep the pixel manipulation fast (that is - not very many texture uploads) while increasing accuracy. When I tried doing a pixel flush every time something tried to render, the framerate dropped from ~20-30 to <5.
Also if you just leave it sitting it maybe manages to segfault
This shows off the major shortcoming with my current pixel pipeline. In order to save on texture uploads, I try to batch pixel updates. You won't notice this problem in most other games, but Uplink uses a windowing system and heavy amounts of overlapping glDrawPixels. This means things will be rendered in the wrong order / overlapping / merged.
However, pixel ops make the text rendering much better (that was the biggest problem with the GLES port of uplink).
I'm toying with a few ways (major hacks) to keep the pixel manipulation fast (that is - not very many texture uploads) while increasing accuracy. When I tried doing a pixel flush every time something tried to render, the framerate dropped from ~20-30 to <5.
Also if you just leave it sitting it maybe manages to segfault
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