Hello, i want to use 2d images as sprites for my characters, lets say 300 sprites on screen.
1) using billboards with them, each one using a separate new material, i get 90 fps.
2) using billboards, all using the same material (texture atlas), i get 86 fps.
3) using GeometryBatchOptimize i get 2000 fps, but they don’t face the screen = thin paper.
4) using point sprites i get 2000 fps but :
a) I cannot define the u-v coordinates of each sprite. My sprites don’t have the same width / height so the method setImagesX, setImagesY don’t give the desired effect. Each sprite now contains the whole atlas sprite sheet.
b) I cannot set where the position of each sprite will be. I am forced to use emitter shapes which have a predefined position. Since the sprites will be characters on screen, they can be anywhere in the world, and their position will change depending their movement, actions, goal each frame.
a) How do i solve 4a) 4b) for point sprites ?
b) It seems that the “node” system in jme is inefficient, in jogl i could render 4000 sprites at 600 fps. Anyway to bypass it so that solution 1, 2 work ?