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	<title>Comments on: Vertex Buffer Objects</title>
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	<description>iPhone Game Development - Web Development</description>
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		<title>By: mike</title>
		<link>http://www.71squared.com/2009/11/vertex-buffer-objects/comment-page-1/#comment-2211</link>
		<dc:creator>mike</dc:creator>
		<pubDate>Sun, 29 Nov 2009 21:03:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.com/?p=1024#comment-2211</guid>
		<description>Hi MrGando

No problem at all.  If you check the posting above I have edited it to include info on the Instrument I am using and a screen shot.  Hope it helps.

Mike</description>
		<content:encoded><![CDATA[<p>Hi MrGando</p>
<p>No problem at all.  If you check the posting above I have edited it to include info on the Instrument I am using and a screen shot.  Hope it helps.</p>
<p>Mike</p>
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		<title>By: MrGando</title>
		<link>http://www.71squared.com/2009/11/vertex-buffer-objects/comment-page-1/#comment-2210</link>
		<dc:creator>MrGando</dc:creator>
		<pubDate>Sun, 29 Nov 2009 14:49:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.com/?p=1024#comment-2210</guid>
		<description>It would be awesome if you could show how did you noticed that the renderer was the bottle neck and not another part, using instruments. A screenshot may suffice :)</description>
		<content:encoded><![CDATA[<p>It would be awesome if you could show how did you noticed that the renderer was the bottle neck and not another part, using instruments. A screenshot may suffice :)</p>
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	<item>
		<title>By: mike</title>
		<link>http://www.71squared.com/2009/11/vertex-buffer-objects/comment-page-1/#comment-2209</link>
		<dc:creator>mike</dc:creator>
		<pubDate>Sun, 29 Nov 2009 13:04:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.com/?p=1024#comment-2209</guid>
		<description>Hi Chaps

I will be doing a post shortly on my final design for the tile map in Sir Lamorak&#039;s Quest.  I&#039;m not going to have a chance to put it into a tutorial as it relies on many other elements in my game engine such as the Image class, SpriteSheet class etc, but I will be able to post about the design I&#039;m using.

At a high level i am using basically the same tile map class that are in the tutorials.  This creates a tile map for the tile images that are used.  Once I have parsed the tile map and I know what tiles I have, I then create a VBO that contains an entry for every tile in a map layer.  I have a separate VBO for each layer.

When I render, I then pass in the start tile position and how wide and high I want to render.  This creates an array of indexes that represent the tiles I want to render in the VBO.  I pass this list of indexes into glDrawElements and it just renders the tiles I am after.

This means I can calculate the VBO once at game load.  This includes the geometry of each tile and the texture coordinates.  Rather than ever changing the tilemap coordinates I simply perform a glTranslate after rendering the tilemap tiles.  This then places the entities and player over the tile map I have rendered.

It&#039;s hard to explain this quickly, but the blog entry will have more details.

Watch this space.

Mike</description>
		<content:encoded><![CDATA[<p>Hi Chaps</p>
<p>I will be doing a post shortly on my final design for the tile map in Sir Lamorak&#8217;s Quest.  I&#8217;m not going to have a chance to put it into a tutorial as it relies on many other elements in my game engine such as the Image class, SpriteSheet class etc, but I will be able to post about the design I&#8217;m using.</p>
<p>At a high level i am using basically the same tile map class that are in the tutorials.  This creates a tile map for the tile images that are used.  Once I have parsed the tile map and I know what tiles I have, I then create a VBO that contains an entry for every tile in a map layer.  I have a separate VBO for each layer.</p>
<p>When I render, I then pass in the start tile position and how wide and high I want to render.  This creates an array of indexes that represent the tiles I want to render in the VBO.  I pass this list of indexes into glDrawElements and it just renders the tiles I am after.</p>
<p>This means I can calculate the VBO once at game load.  This includes the geometry of each tile and the texture coordinates.  Rather than ever changing the tilemap coordinates I simply perform a glTranslate after rendering the tilemap tiles.  This then places the entities and player over the tile map I have rendered.</p>
<p>It&#8217;s hard to explain this quickly, but the blog entry will have more details.</p>
<p>Watch this space.</p>
<p>Mike</p>
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	<item>
		<title>By: Flexicoder</title>
		<link>http://www.71squared.com/2009/11/vertex-buffer-objects/comment-page-1/#comment-2208</link>
		<dc:creator>Flexicoder</dc:creator>
		<pubDate>Sun, 29 Nov 2009 08:46:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.com/?p=1024#comment-2208</guid>
		<description>I&#039;d be interested in knowing how you got your draw elements working with multiple textures. I draw a map with tiles, each tile has a different texture but I couldn&#039;t get my head around draw elements as each point needs a unique texture reference? Although I feel that I just not understanding it!</description>
		<content:encoded><![CDATA[<p>I&#8217;d be interested in knowing how you got your draw elements working with multiple textures. I draw a map with tiles, each tile has a different texture but I couldn&#8217;t get my head around draw elements as each point needs a unique texture reference? Although I feel that I just not understanding it!</p>
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		<title>By: Eugene</title>
		<link>http://www.71squared.com/2009/11/vertex-buffer-objects/comment-page-1/#comment-2206</link>
		<dc:creator>Eugene</dc:creator>
		<pubDate>Sat, 28 Nov 2009 09:26:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.com/?p=1024#comment-2206</guid>
		<description>Hi, Mike.

I hope you will show us your solution sooner or later. ;-)

I&#039;m using a lot of code from your tutorials. So thanks for the tutorials, they are awesome. 

In my game, at first, rendering was really straightforward. I was just creating every tile as an image and rendering it. It was not very efficient, so I&#039;ve rolled my own Tile Map solution, based on .plist files. And gave my tiles some additional properties, CopyQty and CopyDirection. This step made my .plist file very small. Plus now I can use texture tiling by multiplying appropriate texture coordinate by CopyQty.

It gave me a 50 % fps boost on a really small two screen scene, with parallax scrolling, and 7 layers.

I wanted to try Texture Atlases, but then decided, not to waste time as now I&#039;m satisfied with my game performance. The game is smooth and gives me 30-45 fps.

P.S.: Pardon me my english. =) I&#039;m not a native speaker.</description>
		<content:encoded><![CDATA[<p>Hi, Mike.</p>
<p>I hope you will show us your solution sooner or later. ;-)</p>
<p>I&#8217;m using a lot of code from your tutorials. So thanks for the tutorials, they are awesome. </p>
<p>In my game, at first, rendering was really straightforward. I was just creating every tile as an image and rendering it. It was not very efficient, so I&#8217;ve rolled my own Tile Map solution, based on .plist files. And gave my tiles some additional properties, CopyQty and CopyDirection. This step made my .plist file very small. Plus now I can use texture tiling by multiplying appropriate texture coordinate by CopyQty.</p>
<p>It gave me a 50 % fps boost on a really small two screen scene, with parallax scrolling, and 7 layers.</p>
<p>I wanted to try Texture Atlases, but then decided, not to waste time as now I&#8217;m satisfied with my game performance. The game is smooth and gives me 30-45 fps.</p>
<p>P.S.: Pardon me my english. =) I&#8217;m not a native speaker.</p>
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