Arrrrrrggggghhhhhhh. :)
I finally figured it out. I had the equivalent of a 'for loop=0 to 0. So it's no wonder I've had so many annoying problems with only quad working. I only ever HAD one quad. I almost tried everything in the loop until I had a quick look at start of it. I mean FFS how stupid can you get?
Feel free to give me a damn good slapping.
I'm well impressed with the speed increase for using quads in a single surface.
I thought sprites were quick, then I discovered quads and now quads in a single surface.
I could only get 200 sprites on screen before without getting slowdown.
Then about 500 quads with individual surfaces.
But now I can get 1500 quads on screen with no sign of slowdown.
You could probably get even better performance by just using triangles instead of quads and offsetting the uv coords to the centre of the triangle instead of the square. Which would be ideal for small low detailed particles.
Although it's probably not too surprising getting more performance since the complexity of the code is also increasing.
But the best thing for me is that I can now also flip the uv coords in real time. No more needing two seperate frames for facing left and right. And not to mention being able to do some cool distortion techniques now, of which you couldn't do with blitz's sprites. :)
I finally figured it out. I had the equivalent of a 'for loop=0 to 0. So it's no wonder I've had so many annoying problems with only quad working. I only ever HAD one quad. I almost tried everything in the loop until I had a quick look at start of it. I mean FFS how stupid can you get?
Feel free to give me a damn good slapping.
I'm well impressed with the speed increase for using quads in a single surface.
I thought sprites were quick, then I discovered quads and now quads in a single surface.
I could only get 200 sprites on screen before without getting slowdown.
Then about 500 quads with individual surfaces.
But now I can get 1500 quads on screen with no sign of slowdown.
You could probably get even better performance by just using triangles instead of quads and offsetting the uv coords to the centre of the triangle instead of the square. Which would be ideal for small low detailed particles.
Although it's probably not too surprising getting more performance since the complexity of the code is also increasing.
But the best thing for me is that I can now also flip the uv coords in real time. No more needing two seperate frames for facing left and right. And not to mention being able to do some cool distortion techniques now, of which you couldn't do with blitz's sprites. :)