Notes on fillrate and drawing large textures
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Those notes are from working on Reaperi Cycle and Summoning Signals, two projects that use primairly large textures for it's visual. Those projects are build using GLdc and a very light layer to interface with LUA.
Textures
I'm using ARGB1555 .dtex files for my test. At the moment of writing, all those textures are drawn in the TRANSLUCENT POLYGON LIST.
I'm having trouble using the PUNCH-THRU LIST on GLdc
Fillrate
My calculation for fillrate is:
(texture.width * texture.scale) * (texture.height * texture.scale)
I mention this because although scaling the texture doesn't affect the memory bandwith, it does affect the rendering speed.
Right now, anytime the fille rate reach +/- 550K, the framerate drops.