zebra barcode printer in vb.net Boolean gMyState_Texture2D = false; // init to the OpenGL default // state in Objective-C

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Boolean gMyState_Texture2D = false; // init to the OpenGL default // state
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void MyEnable_Texture2D(void) { /* only set state if texture currently is NOT enabled */ if (!gMyState_Texture2D) { glEnable(GL_TEXTURE_2D); // change the state gMyState_Texture2D = true; // cache the current state so we // don't do this again if not needed } } void MyDisable_Texture2D(void) { /* only set state if texture currently IS enabled */ if (gMyState_Texture2D) { glDisable(GL_TEXTURE_2D); // change the state gMyState_Texture2D = false; // cache the state } }
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CHAPTER 4: Brian Greenstone s Jedi Master List for Game Optimization
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These two functions should be the only place in all your code that you ever see glEnable(GL_ TEXTURE_2D) or glDisable(GL_TEXTURE_2D). Whenever you need to set the texture state elsewhere, you will instead call MyEnable_Texture2D or MyDisable_Texture2D. You may even want to make these macros instead of functions to eliminate the cost of the function branching. You should do this for every state change in your code, even for color changes:
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GLfloat gMyState_CurrentColor[4]; // rgba color
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Void MyColor4f(GLfloat r, GLfloat g, GLfloat b, GLfloat, a) { if ((r != gMyState_CurrentColor[0]) || // did the color change (g != gMyState_CurrentColor[1]) || (b != gMyState_CurrentColor[2]) || (a != gMyState_CurrentColor[3])) { glColor4f(r, g, b, a); // set new color // cache the color so we don't do this again if not needed gMyState_CurrentColor[0] gMyState_CurrentColor[1] gMyState_CurrentColor[2] gMyState_CurrentColor[3] } } = = = = r; g; b; a;
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Similarly, you should be careful about calling glGetError because that too can cause a pipeline stall and affect your performance. Build your project such that calls to glGetError get issued only in debug builds, but for optimized builds you should take them out to get the maximum performance. When rendering a scene, do your best to draw all state-similar objects at the same time to avoid state changes. If you have enemies in your game that all use the same texture, then try to draw all of them one after the other so that the texture state will not need to be changed. Or, if you have lots of objects that share a particular lighting scheme, then draw those backto-back as well.
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CHAPTER 4: Brian Greenstone s Jedi Master List for Game Optimization
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Reducing Texture Sizes
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All of the Mac games that I have ported over to the iPhone (Enigmo, Cro-Mag Rally, Nanosaur 2, Bugdom 2, and Billy Frontier) have one thing in common: none of them would run on the iPhone without serious texture size reduction. All of the sprites and 3D model textures got shrunken down to a fraction of their original size. On the Mac, these textures needed to be high resolution because they were being displayed on large monitors with lots of resolution. Even things like letters for the game fonts needed to be 64 64 on the Mac, but the iPhone s small, high-resolution screen makes it possible to get away with much less. Almost every texture in those games was cut in half, and this actually cut the memory usage to one fourth. So, 256 256 textures got cut to 128 128, 64 64 s were cut to 32 32, and in many cases we were able to reduce textures to a quarter of their original dimensions without any noticeable quality difference when viewed in the game on the iPhone (see Figure 4-7). In cases where the texture doesn t need an alpha channel, you can often get away with reducing the texture to 16-bit instead of 32-bit. That cuts the memory usage in half. This massive effort to reduce texture sizes is the primary reason why the iPhone version of Bugdom 2 is only 86MB, whereas the Mac version is 187MB.
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Figure 4-7. On the left is a sky texture from Nanosaur 2 for the Mac, and on the right is the same texture for the iPhone.
CHAPTER 4: Brian Greenstone s Jedi Master List for Game Optimization
The reduction in texture size not only saves space, but it will also improve the performance of your game. In Cro-Mag Rally, the frame rate improved about 10 percent after I reduced in size a number of the key textures that were being used repeatedly. The fewer pixels the GPU has to deal with, the faster things go. I keep saying it over and over, but touching memory is bad, so always do your best to limit the number of bytes that get touched.
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