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opengldrawingperformancetexturesblit

opengl slow on texture blit


I called this function once per frame and it took my FPS from >400 to 33. Why?

sw blt(const PtRect *dstRect, Texture *src, const PtRect *srcRect, RenderDevice::bltFlags flags=RenderDevice::bltDefault)
{
    assert(src);
    GL_Texture *glsrc = dynamic_cast<GL_Texture*>(src);
    if (glsrc == 0)
        return -1;

    PtRect srcRect2(0, 0, src->width, src->height);
    if (srcRect == 0)
        srcRect = &srcRect2;

    PtRect dstRect2(0, 0, srcRect->makeWidth(), srcRect->makeHeight());
    if (dstRect == 0)
        dstRect = &dstRect2;

    glColor4f(1.0f, 1.0f, 1.0f, 1.0f);

    glEnable(GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D, *glsrc->getTex());

    glBegin( GL_QUADS );
    glNormal3f( 0.0f, 0.0f, 1.0f );
    for (size_t i=0; i<350; i++)
    {
        glTexCoord2f( srcRect->left /src->width, srcRect->top/src->height);    glVertex2f(dstRect->left,  dstRect->top);
        glTexCoord2f( srcRect->right/src->width, srcRect->top/src->height);    glVertex2f(dstRect->right, dstRect->top);
        glTexCoord2f( srcRect->right/src->width, srcRect->bottom/src->height); glVertex2f(dstRect->right, dstRect->bottom);
        glTexCoord2f( srcRect->left /src->width, srcRect->bottom/src->height); glVertex2f(dstRect->left,  dstRect->bottom);
    }
    glEnd();
    return 0;
}

Solution

  • For performance you should load your textures in an init function and use a list to display then later on the main render function, for example:

    // Generate texture object ID
    glGenTextures(1, img);
    glBindTexture(GL_TEXTURE_2D, img);
    
    // Set Texture mapping parameters
    glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    
    LoadBMP("texture.bmp");
    

    Then on the main render function you have something like:

    // Front face of Cube
    glBindTexture(GL_TEXTURE_2D, img);
    glBegin(GL_QUADS);
    glTexCoord2f(0.0f, 0.0f);
    glVertex3f(-fSize, fSize, fSize);
    glTexCoord2f(0.0f, 1.0f);
    glVertex3f(-fSize, -fSize, fSize);
    glTexCoord2f(1.0f, 1.0f);
    glVertex3f(fSize,-fSize, fSize);
    glTexCoord2f(1.0f, 0.0f);
    glVertex3f(fSize,fSize, fSize);
    glEnd();
    

    As you can see you can wrap the texture on the parameters instead of repeating it over and over in a loop.