The reason I ask is that I’ve written a rendering scheme for a 2d top down game that uses ortho projection. To give the appearance of depth I scale the objects. I’m wondering if switching to frustum and using the z-coor in lieu of scaling will improve performance. I would just implement it and find out, but it would take me several hours, and its easier to just ask here.
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glScalejust simply modifies the matrix on top of the stack, all done in CPU. As for expensive “relatively speaking”, I guess I ask – relative to what? 🙂 It’s not that expensive if you are doing it occasionally. If you are doing it in a critical inner loop, then, yeah, it could be expensive.