Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 9159755
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: June 17, 20262026-06-17T13:34:15+00:00 2026-06-17T13:34:15+00:00

I’m learning OpenGL with right now and I’d like to draw some sprites to

  • 0

I’m learning OpenGL with right now and I’d like to draw some sprites to the screen from a sprite sheet. I’m note sure if I’m doing this the right way though.

What I want to do is to build a world out of tiles à la Terraria. That means that all tiles that build my world are 1×1, but I might want things later like entities that are 2×1, 1×2, 2×2 etc.

What I do right now is that I have a class named “Tile” which contains the tile’s transform matrix and a pointer to its buffer. Very simple:

Tile::Tile(glm::vec2 position, GLuint* vbo)
{
    transformMatrix = glm::translate(transformMatrix, glm::vec3(position, 0.0f));
    buffer = vbo;
}

Then when I draw the tile I just bind the buffer and update the shader’s UV-coords and vertex position. After that I pass the tile’s transform matrix to the shader and draw it using glDrawElements:

glEnableVertexAttribArray(positionAttrib);
glEnableVertexAttribArray(textureAttrib);

for(int i = 0; i < 5; i++) 
{
    glBindBuffer(GL_ARRAY_BUFFER, *tiles[i].buffer);

    glVertexAttribPointer(positionAttrib, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 0);
    glVertexAttribPointer(textureAttrib, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void*)(2 * sizeof(GLfloat)));

    glUniformMatrix4fv(transformMatrixLoc, 1, GL_FALSE, value_ptr(tiles[i].transformMatrix));
    glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, 0);
}

glDisableVertexAttribArray(positionAttrib);
glDisableVertexAttribArray(textureAttrib);

Could I do this more efficiently? I was thinking that I could have one buffer for 1×1 tiles, one buffer for 2×1 tiles etc. etc. and then just have the Tile class contain UVpos and UVsize and then just send those to the shader, but I’m not sure how I’d do that.

I think what I described with one buffer for 1×1 and one for 2×1 sounds like it would be a lot faster.

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-06-17T13:34:16+00:00Added an answer on June 17, 2026 at 1:34 pm

    Could I do this more efficiently?

    I don’t think you could do it less efficiently. You are binding a whole buffer object for each quad. You are then uploading a matrix. For each quad.

    The way tilemap drawing (and only the map, not the entities) normally works is that you build a buffer object that contains some portion of the visible screen’s tiles. Empty space is rendered as a transparent tile. You then render all of the tiles for that region of the screen, all in one drawing call. You provide one matrix for all of the tiles in that region.

    Normally, you’ll have some number of such visible regions, to make it easy to update the tiles for that region when they change. Regions that go off-screen are re-used for regions that come on-screen, so you fill them with new tile data.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

For some reason, after submitting a string like this Jack’s Spindle from a text
this is what i have right now Drawing an RSS feed into the php,
I have a string like this: La Torre Eiffel paragonata all&#8217;Everest What PHP function
link Im having trouble converting the html entites into html characters, (&# 8217;) i
I have just tried to save a simple *.rtf file with some websites and
I've got a string that has curly quotes in it. I'd like to replace
I am trying to render a haml file in a javascript response like so:
I would like to run a str_replace or preg_replace which looks for certain words
I'm parsing an RSS feed that has an &#8217; in it. SimpleXML turns this
I have a text area in my form which accepts all possible characters from

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.