Minhajularabia1PDF

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Published: August 30, 2022 (4 weeks ago)
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Minhajularabia1PDF





 
 
 
 
 
 
 

Minhajularabia1PDF

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Rendering a large amount of images in OpenGL with immediate mode

I need to create a 16×16 pixel sprite in immediate mode. I will then be able to manipulate it, (rotate it, scale it, etc).
I am currently rendering the sprite in a (small) Image class, which has a constructor to load an image into. Is it best practice to render the image in an Image class?
Alternatively can I have the image stream be allocated directly in the vertex array, and then be rendered with immediate mode? (Even though this seems inefficient).
Also should I write the image into a framebuffer?
This seems to be a common problem, but I cannot find a robust answer.
Thanks

A:

If it works for you, and it sounds like it would (I have to admit that I do not know from experience if textures loaded into objects are properly deallocated when the object is deleted. I haven’t had to worry about that) then you are fine, and will avoid having to implement an image buffer as an image is just a bunch of data that is just bytes (binary representation of data).
In general I would write it into a buffer, and render it that way, but you do not need to have it done that way.
Another thing that might interest you is that you can render a texture at a specific position, on a specific instance, on an object. But if I recall correctly this is done at the same time as regular geometry rendering, so you would have to select the texture, turn it into the screen, turn it back into the buffer as a texture, then render it. If you want to have a solid texture (i.e. you want an object to have a specific texture), this is easier as you can just render the object, then turn the texture into the buffer, then render the buffer as a texture to display the solid texture.
I think I have about 5 year old memory here though, and had not seen anything like this or related concepts before. So it may have changed.

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