TGE 1.5: Batched Decal Rendering
by Alex Scarborough · 11/25/2006 (9:57 pm) · 7 comments
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This is in TGE 1.5.2
This resource modifies the TGE decal renderer to render decals in batches using glDrawElements instead of rendering them individually in immediate mode. This reduces driver overhead and increases data throughput to the graphics card.
This resource is for TGE 1.5, and will not work in previous versions of TGE.
Installation instructions: Copy the engine/sim/decalManager.cc file from this resource into the corresponding directory in your TGE SDK.
This is in TGE 1.5.2
This resource modifies the TGE decal renderer to render decals in batches using glDrawElements instead of rendering them individually in immediate mode. This reduces driver overhead and increases data throughput to the graphics card.
This resource is for TGE 1.5, and will not work in previous versions of TGE.
Installation instructions: Copy the engine/sim/decalManager.cc file from this resource into the corresponding directory in your TGE SDK.
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#3
11/27/2006 (11:13 am)
Sounds good, but have you profiled it to see how much of a performance improvement this gives? It would be interesting to see some numbers... x% better frame rate, etc.
#4
11/27/2006 (1:18 pm)
Does this make it OpenGL only?
#5
Couldn't the same method be applied to fxFoliageReplicator and fxGrassReplicator? The vertex buffering is totally different and I wonder how much it would take to convert to this method.
03/24/2007 (8:54 pm)
*bump*Couldn't the same method be applied to fxFoliageReplicator and fxGrassReplicator? The vertex buffering is totally different and I wonder how much it would take to convert to this method.
#6
Yes, I know, it certainly took me a while to say that.
09/28/2007 (9:10 am)
Just FYI, this is part of 1.5.2. It might've been part of 1.5.1, I don't remember.Yes, I know, it certainly took me a while to say that.
#7
04/25/2008 (10:30 pm)
Is there anyway to get something like this to work in TGEA? 
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