Model usage was probably not meant to be abused in GZDoom like that but I would be interested if this could be improved on somehow engine wise? If so, consider this a feature request

Moderator: Graf Zahl
Spoiler:Sprite screenshot:
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That's something that can only work with non-scrolling, solid-colored 2D games. "Okay, the sprite moved from there to here, so let's blank this old area and draw the sprite on this area."DoomerMrT wrote:I thought about this: let's say we have a sequence of 200 high resolution, true color, full 35 FPS sprites. Couldn't performance be improved with a method like this? : we have key frames, and between key frames the following image would be compared with the previous image and only the changes between the two would be drawn on the previous frame. This way it is not needed to redraw an image entirely.
Gez wrote:Basically, textures and sprites and every other sort of images is converted into an OpenGL format and fed to the OpenGL drivers, who pass them to the hardware.
Some hardware does not support NPO2 textures, so it needs to be worked around first.
So the GPU isn't utilized at all when drawing models? That would explain the slowness.Graf Zahl wrote:Of course rendering models is a lot more expensive than rendering sprites. The transformations are a lot more complex for each actor and there's significantly more data to be pushed to the graphics card. And with the amount of models you use it just adds up.
Vertex buffers wouldn't help much because the time is lost elsewhere, mostly with setting up the view matrix for each actor. This task is 100% CPU side.