Pickle
Mega GP Mania
Worked on a shader program manager that I hope can switch between programs as needed, but it doesnt render anything at the moment.
Also been thinking about the way I currently do rendering I realized I have a hug amount of redundant opengl code. Right now I render each model by instance, so for each instance I will bind buffer, set attrib pointers, render arrays. I need to change this that i render by model updating the modelview per instance.
By making this change for each model I bind and setup data arrays only once per loop.
I also need to add some enhancements to grouping specifically to textures. Right now I may have for a cube 8 different drawarrays because the obj defined 8 groups for each side. I think I should be able to do the entire cube in one drawarray (if the texture is the same)
Also I did some testing and the bad fps on the pc side was because of the frame limit code I had, with it disabled the game runs at 60 fps. Basically if any vsync is used then it could mess with my frame limit.
Also been thinking about the way I currently do rendering I realized I have a hug amount of redundant opengl code. Right now I render each model by instance, so for each instance I will bind buffer, set attrib pointers, render arrays. I need to change this that i render by model updating the modelview per instance.
By making this change for each model I bind and setup data arrays only once per loop.
I also need to add some enhancements to grouping specifically to textures. Right now I may have for a cube 8 different drawarrays because the obj defined 8 groups for each side. I think I should be able to do the entire cube in one drawarray (if the texture is the same)
Also I did some testing and the bad fps on the pc side was because of the frame limit code I had, with it disabled the game runs at 60 fps. Basically if any vsync is used then it could mess with my frame limit.