I create a tile-based game in C # with OpenGL, and I try to optimize my code as best as possible.
I read several articles and sections in books, and all came to the same conclusion (as you know) that using VBOs significantly improves performance.
I'm not quite sure, however, how they work.
In my game there will be tiles on the screen, some will change, and some will remain unchanged. To use VBO for this, I will need to add the coordinates of each tile to the array, right?
Also, in order to texture these fragments, would I have to create a separate VBO for this?
I'm not quite sure what the code will look like to break down these coordinates if I have animated fragments and tiles that will be static on the screen.
Can someone give me a summary of this?
I plan to use the texture atlas of all my plates. I don’t know where to start using this satin for textured tiles.
Do I need to calculate the coordinates of the tiles in the atlas that will be applied? Is there a way that I could just use the atlas coordinates to apply the texture?
If someone can clarify these issues, we will be very grateful. I could even compensate someone for my time and help if I want.
Thank,
Greg
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