Prerender the static level #2
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we can pre render the static stuff in the level and draw it as one big texture behond the dynamic sprites.
AI:
🧱 Option: Pre-render the Tilemap into a Single Texture
Instead of rendering each tile individually every frame, you can:
✅ Benefits
🧰 How to Do It
`c
GLuint fbo, levelTexture;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
// Create texture to render into
glGenTextures(1, &levelTexture);
glBindTexture(GLTEXTURE2D, levelTexture);
glTexImage2D(GLTEXTURE2D, 0, GLRGBA, levelWidth, levelHeight, 0, GLRGBA, GLUNSIGNEDBYTE, NULL);
glTexParameteri(GLTEXTURE2D, GLTEXTUREMINFILTER, GLNEAREST);
glTexParameteri(GLTEXTURE2D, GLTEXTUREMAGFILTER, GLNEAREST);
glFramebufferTexture2D(GLFRAMEBUFFER, GLCOLORATTACHMENT0, GLTEXTURE_2D, levelTexture, 0);
`
Render the tilemap to the framebuffer:
In your main render loop:
⚠️ Considerations
🧠 Hybrid Strategy
For a Pac-Man clone, a hybrid approach is ideal:
This gives you the best of both worlds: performance and flexibility.
Would you like help setting up the framebuffer rendering code or designing the atlas layout for this approach?