Hi everyone!![]()
I am surprised... I compared frames per second for both a billboard tree consisting of just two squares in X, and a 180 poly palm tree, both with alpha test. Results are 30 fps and 60 fps respectively.![]()
How can that be?!
Billboard) 4 triangle polygons, 512x512 texture with alpha channel, texture vertex maps all the texture fully, texture contains almost 40% transparent area (alpha test on). ==> runs at ~30 fps, 0.033 seconds per frame (VSync off)
Palm) 180 triangle polygons, 512x512 texture with alpha channel, texture vertex maps very little transparent area (alpha test on). ==> Runs at ~60fps, 0.016 seconds per frame (VSync off)
So actually processing more polygons is cheaper than doing more alpha testing from a texture? Polygon operations are cheaper than alpha test and alpha blend?
What is the explanation?![]()
Or am I frame-fill limited?
Thanks so much!
Rodrix
P.S: What is the max number of 512x512 texture you guys recommend loading into OpenGl in order to avoid frame-fill rate limited?