M
m_beytekin
Guest
My game resolution is 1280x720 and I use some post screen fx for bloom and fade effects.
when I use surfaces and shaders I realized that my surface's texture width is 0.62 x 0.7 on android device.
Because device creates a screen texture size 2048x1024 instead of 1280x720 .
That is why when I copy surfaces or using post screen shader effects it uses 2048x1024 size surfaces I guess. This causes fps drops.
How can I draw partly surfaces and shaders with real size of my screen?
I follow some methods like :
in shaders;
I check everytime texture coordinates x and y values are over texture width (0.62 and 0.7 for example) and if over then discard it.
for drawing surfaces I created own vertex format and draw surfaces with vertex submit. but nothing changed.
When I change my view size to smaller than 1024x512 fps increases very much ..
I hope I could tell my problem. Any advice about this situation?
when I use surfaces and shaders I realized that my surface's texture width is 0.62 x 0.7 on android device.
Because device creates a screen texture size 2048x1024 instead of 1280x720 .
That is why when I copy surfaces or using post screen shader effects it uses 2048x1024 size surfaces I guess. This causes fps drops.
How can I draw partly surfaces and shaders with real size of my screen?
I follow some methods like :
in shaders;
I check everytime texture coordinates x and y values are over texture width (0.62 and 0.7 for example) and if over then discard it.
for drawing surfaces I created own vertex format and draw surfaces with vertex submit. but nothing changed.
When I change my view size to smaller than 1024x512 fps increases very much ..
I hope I could tell my problem. Any advice about this situation?