Optimized OpenGL Text Rendering in my C++ ECS game engine
Автор: FuniTinker
Загружено: 2025-07-06
Просмотров: 1424
Описание:
Text is one of the most important aspects of any games.
Using a simple texture atlas for the text is simple, fast and efficient. Luckily using helpful tools like BMFont makes our work so much easier.
But we need to be careful when trying to put text on screen, we don't want to render each letter of text one by one, that's slow. Thankfully I'm using OpenGL, which allows us to do instanced rendering, sending all the text data to the GPU at once.
Checkout BMFont, it's seriously great: https://www.angelcode.com/products/bm...
Also checkout renderdoc if you're working with graphics, it's great for debugging: https://renderdoc.org/
00:00 Intro
00:12 What is a texture atlas?
00:20 Why use BMFont
00:42 Quads, the core of UI rendering
01:11 Positioning the characters
02:14 Why we need to optimize
03:07 Instanced rendering
03:58 Final result
04:25 Checking the output using RenderDoc
04:50 Outro
#gamedev #opengl #gameengine #rendering #indiedev
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