Adding textures effectively in 3D game using libGDX
I'm writing a 3D game in Java using libGDX. In my game there's a model instance of a room which his walls are just rectangles. I'm tryimg to add an effect of "bullet holes" which are just a texture that appear on the wall when the player shoots at it. I'm trying to figure what the optimal way to implement it? The obvious way is just creating a model instance that built from a single rect with the hole texture for each bullet hole - but this way there will be a draw call for each one of these holes, which is not performance-wise AFAIK.
A piece of code which I create the walls:
Texture wallTexture = new Texture(Gdx.files.internal("wall.png"));
wallTexture.setWrap(Texture.TextureWrap.Repeat, Texture.TextureWrap.Repeat);
Material wallMaterial = new Material(TextureAttribute.createDiffuse(wallTexture));
MeshPartBuilder meshBuilder = modelBuilder.part("walls", GL20.GL_TRIANGLES,
VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal |
VertexAttributes.Usage.TextureCoordinates, wallMaterial);
meshBuilder.setUVRange(0, 0, C.ROOM_SIZE, 3);
corner00.set(C.ROOM_SIZE, 0, 0);
corner10.set(0, 0, 0);
corner11.set(0, 0, 6);
corner01.set(C.ROOM_SIZE, 0, 6);
normal.set(0, 1, 0);
line1000.setNormalDirection(auxVector2.set(0, 1).angle());
meshBuilder.rect(corner00, corner10, corner11, corner01, normal);
corner00.set(C.ROOM_SIZE, C.ROOM_SIZE, 0);
corner10.set(C.ROOM_SIZE, 0, 0);
corner11.set(C.ROOM_SIZE, 0, 6);
corner01.set(C.ROOM_SIZE, C.ROOM_SIZE, 6);
normal.set(-1, 0, 0);
line1110.setNormalDirection(auxVector2.set(-1, 0).angle());
meshBuilder.rect(corner00, corner10, corner11, corner01, normal);
corner00.set(0, C.ROOM_SIZE, 0);
corner10.set(C.ROOM_SIZE, C.ROOM_SIZE, 0);
corner11.set(C.ROOM_SIZE, C.ROOM_SIZE, 6);
corner01.set(0, C.ROOM_SIZE, 6);
normal.set(0, -1, 0);
line0111.setNormalDirection(auxVector2.set(0, -1).angle());
meshBuilder.rect(corner00, corner10, corner11, corner01, normal);
corner00.set(0, 0, 0);
corner10.set(0, C.ROOM_SIZE, 0);
corner11.set(0, C.ROOM_SIZE, 6);
corner01.set(0, 0, 6);
normal.set(1, 0, 0);
line0001.setNormalDirection(auxVector2.set(1, 0).angle());
meshBuilder.rect(corner00, corner10, corner11, corner01, normal);
Model levelModel = modelBuilder.end();
levelModelInstance = new ModelInstance(levelModel);
This part occurs only once upon loading the level. The bullet holes are supposed to appear in-game.
java 3d libgdx textures
add a comment |
I'm writing a 3D game in Java using libGDX. In my game there's a model instance of a room which his walls are just rectangles. I'm tryimg to add an effect of "bullet holes" which are just a texture that appear on the wall when the player shoots at it. I'm trying to figure what the optimal way to implement it? The obvious way is just creating a model instance that built from a single rect with the hole texture for each bullet hole - but this way there will be a draw call for each one of these holes, which is not performance-wise AFAIK.
A piece of code which I create the walls:
Texture wallTexture = new Texture(Gdx.files.internal("wall.png"));
wallTexture.setWrap(Texture.TextureWrap.Repeat, Texture.TextureWrap.Repeat);
Material wallMaterial = new Material(TextureAttribute.createDiffuse(wallTexture));
MeshPartBuilder meshBuilder = modelBuilder.part("walls", GL20.GL_TRIANGLES,
VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal |
VertexAttributes.Usage.TextureCoordinates, wallMaterial);
meshBuilder.setUVRange(0, 0, C.ROOM_SIZE, 3);
corner00.set(C.ROOM_SIZE, 0, 0);
corner10.set(0, 0, 0);
corner11.set(0, 0, 6);
corner01.set(C.ROOM_SIZE, 0, 6);
normal.set(0, 1, 0);
line1000.setNormalDirection(auxVector2.set(0, 1).angle());
meshBuilder.rect(corner00, corner10, corner11, corner01, normal);
corner00.set(C.ROOM_SIZE, C.ROOM_SIZE, 0);
corner10.set(C.ROOM_SIZE, 0, 0);
corner11.set(C.ROOM_SIZE, 0, 6);
corner01.set(C.ROOM_SIZE, C.ROOM_SIZE, 6);
normal.set(-1, 0, 0);
line1110.setNormalDirection(auxVector2.set(-1, 0).angle());
meshBuilder.rect(corner00, corner10, corner11, corner01, normal);
corner00.set(0, C.ROOM_SIZE, 0);
corner10.set(C.ROOM_SIZE, C.ROOM_SIZE, 0);
corner11.set(C.ROOM_SIZE, C.ROOM_SIZE, 6);
corner01.set(0, C.ROOM_SIZE, 6);
normal.set(0, -1, 0);
line0111.setNormalDirection(auxVector2.set(0, -1).angle());
meshBuilder.rect(corner00, corner10, corner11, corner01, normal);
corner00.set(0, 0, 0);
corner10.set(0, C.ROOM_SIZE, 0);
corner11.set(0, C.ROOM_SIZE, 6);
corner01.set(0, 0, 6);
normal.set(1, 0, 0);
line0001.setNormalDirection(auxVector2.set(1, 0).angle());
meshBuilder.rect(corner00, corner10, corner11, corner01, normal);
Model levelModel = modelBuilder.end();
levelModelInstance = new ModelInstance(levelModel);
This part occurs only once upon loading the level. The bullet holes are supposed to appear in-game.
java 3d libgdx textures
Please provide the relevant part of your code. Add a Minimal, Complete, and Verifiable example including proper example input/output data.
– Bsquare ℬℬ
Nov 22 '18 at 8:32
Added a relevant piece of code.
– Gad Wissberg
Nov 22 '18 at 9:08
you should either rebake the texture or use sprites for it
– Hllink
Nov 22 '18 at 18:03
add a comment |
I'm writing a 3D game in Java using libGDX. In my game there's a model instance of a room which his walls are just rectangles. I'm tryimg to add an effect of "bullet holes" which are just a texture that appear on the wall when the player shoots at it. I'm trying to figure what the optimal way to implement it? The obvious way is just creating a model instance that built from a single rect with the hole texture for each bullet hole - but this way there will be a draw call for each one of these holes, which is not performance-wise AFAIK.
A piece of code which I create the walls:
Texture wallTexture = new Texture(Gdx.files.internal("wall.png"));
wallTexture.setWrap(Texture.TextureWrap.Repeat, Texture.TextureWrap.Repeat);
Material wallMaterial = new Material(TextureAttribute.createDiffuse(wallTexture));
MeshPartBuilder meshBuilder = modelBuilder.part("walls", GL20.GL_TRIANGLES,
VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal |
VertexAttributes.Usage.TextureCoordinates, wallMaterial);
meshBuilder.setUVRange(0, 0, C.ROOM_SIZE, 3);
corner00.set(C.ROOM_SIZE, 0, 0);
corner10.set(0, 0, 0);
corner11.set(0, 0, 6);
corner01.set(C.ROOM_SIZE, 0, 6);
normal.set(0, 1, 0);
line1000.setNormalDirection(auxVector2.set(0, 1).angle());
meshBuilder.rect(corner00, corner10, corner11, corner01, normal);
corner00.set(C.ROOM_SIZE, C.ROOM_SIZE, 0);
corner10.set(C.ROOM_SIZE, 0, 0);
corner11.set(C.ROOM_SIZE, 0, 6);
corner01.set(C.ROOM_SIZE, C.ROOM_SIZE, 6);
normal.set(-1, 0, 0);
line1110.setNormalDirection(auxVector2.set(-1, 0).angle());
meshBuilder.rect(corner00, corner10, corner11, corner01, normal);
corner00.set(0, C.ROOM_SIZE, 0);
corner10.set(C.ROOM_SIZE, C.ROOM_SIZE, 0);
corner11.set(C.ROOM_SIZE, C.ROOM_SIZE, 6);
corner01.set(0, C.ROOM_SIZE, 6);
normal.set(0, -1, 0);
line0111.setNormalDirection(auxVector2.set(0, -1).angle());
meshBuilder.rect(corner00, corner10, corner11, corner01, normal);
corner00.set(0, 0, 0);
corner10.set(0, C.ROOM_SIZE, 0);
corner11.set(0, C.ROOM_SIZE, 6);
corner01.set(0, 0, 6);
normal.set(1, 0, 0);
line0001.setNormalDirection(auxVector2.set(1, 0).angle());
meshBuilder.rect(corner00, corner10, corner11, corner01, normal);
Model levelModel = modelBuilder.end();
levelModelInstance = new ModelInstance(levelModel);
This part occurs only once upon loading the level. The bullet holes are supposed to appear in-game.
java 3d libgdx textures
I'm writing a 3D game in Java using libGDX. In my game there's a model instance of a room which his walls are just rectangles. I'm tryimg to add an effect of "bullet holes" which are just a texture that appear on the wall when the player shoots at it. I'm trying to figure what the optimal way to implement it? The obvious way is just creating a model instance that built from a single rect with the hole texture for each bullet hole - but this way there will be a draw call for each one of these holes, which is not performance-wise AFAIK.
A piece of code which I create the walls:
Texture wallTexture = new Texture(Gdx.files.internal("wall.png"));
wallTexture.setWrap(Texture.TextureWrap.Repeat, Texture.TextureWrap.Repeat);
Material wallMaterial = new Material(TextureAttribute.createDiffuse(wallTexture));
MeshPartBuilder meshBuilder = modelBuilder.part("walls", GL20.GL_TRIANGLES,
VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal |
VertexAttributes.Usage.TextureCoordinates, wallMaterial);
meshBuilder.setUVRange(0, 0, C.ROOM_SIZE, 3);
corner00.set(C.ROOM_SIZE, 0, 0);
corner10.set(0, 0, 0);
corner11.set(0, 0, 6);
corner01.set(C.ROOM_SIZE, 0, 6);
normal.set(0, 1, 0);
line1000.setNormalDirection(auxVector2.set(0, 1).angle());
meshBuilder.rect(corner00, corner10, corner11, corner01, normal);
corner00.set(C.ROOM_SIZE, C.ROOM_SIZE, 0);
corner10.set(C.ROOM_SIZE, 0, 0);
corner11.set(C.ROOM_SIZE, 0, 6);
corner01.set(C.ROOM_SIZE, C.ROOM_SIZE, 6);
normal.set(-1, 0, 0);
line1110.setNormalDirection(auxVector2.set(-1, 0).angle());
meshBuilder.rect(corner00, corner10, corner11, corner01, normal);
corner00.set(0, C.ROOM_SIZE, 0);
corner10.set(C.ROOM_SIZE, C.ROOM_SIZE, 0);
corner11.set(C.ROOM_SIZE, C.ROOM_SIZE, 6);
corner01.set(0, C.ROOM_SIZE, 6);
normal.set(0, -1, 0);
line0111.setNormalDirection(auxVector2.set(0, -1).angle());
meshBuilder.rect(corner00, corner10, corner11, corner01, normal);
corner00.set(0, 0, 0);
corner10.set(0, C.ROOM_SIZE, 0);
corner11.set(0, C.ROOM_SIZE, 6);
corner01.set(0, 0, 6);
normal.set(1, 0, 0);
line0001.setNormalDirection(auxVector2.set(1, 0).angle());
meshBuilder.rect(corner00, corner10, corner11, corner01, normal);
Model levelModel = modelBuilder.end();
levelModelInstance = new ModelInstance(levelModel);
This part occurs only once upon loading the level. The bullet holes are supposed to appear in-game.
java 3d libgdx textures
java 3d libgdx textures
edited Nov 22 '18 at 8:46
Gad Wissberg
asked Nov 22 '18 at 7:36
Gad WissbergGad Wissberg
8128
8128
Please provide the relevant part of your code. Add a Minimal, Complete, and Verifiable example including proper example input/output data.
– Bsquare ℬℬ
Nov 22 '18 at 8:32
Added a relevant piece of code.
– Gad Wissberg
Nov 22 '18 at 9:08
you should either rebake the texture or use sprites for it
– Hllink
Nov 22 '18 at 18:03
add a comment |
Please provide the relevant part of your code. Add a Minimal, Complete, and Verifiable example including proper example input/output data.
– Bsquare ℬℬ
Nov 22 '18 at 8:32
Added a relevant piece of code.
– Gad Wissberg
Nov 22 '18 at 9:08
you should either rebake the texture or use sprites for it
– Hllink
Nov 22 '18 at 18:03
Please provide the relevant part of your code. Add a Minimal, Complete, and Verifiable example including proper example input/output data.
– Bsquare ℬℬ
Nov 22 '18 at 8:32
Please provide the relevant part of your code. Add a Minimal, Complete, and Verifiable example including proper example input/output data.
– Bsquare ℬℬ
Nov 22 '18 at 8:32
Added a relevant piece of code.
– Gad Wissberg
Nov 22 '18 at 9:08
Added a relevant piece of code.
– Gad Wissberg
Nov 22 '18 at 9:08
you should either rebake the texture or use sprites for it
– Hllink
Nov 22 '18 at 18:03
you should either rebake the texture or use sprites for it
– Hllink
Nov 22 '18 at 18:03
add a comment |
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Please provide the relevant part of your code. Add a Minimal, Complete, and Verifiable example including proper example input/output data.
– Bsquare ℬℬ
Nov 22 '18 at 8:32
Added a relevant piece of code.
– Gad Wissberg
Nov 22 '18 at 9:08
you should either rebake the texture or use sprites for it
– Hllink
Nov 22 '18 at 18:03