No - ever heard of hardware buffers? From the game code you would just update objects in a scene which have really changed. heck - with use of vertex buffers you might need to just synch your scene say - once per five seconds.KUDr wrote:The main problem is that in order to use OpenGL effecively you must render whole the screen for each frame
That is true regardless of technology(while now we render only what has changed). The benefit is that with optimizations (i.e. all sprites loaded as textures into video memory together with precompiled display lists) the rendering is so fast that it doesn't need to render only changed regions.
Intrestingly I played quake on pentium 100 with 8megs of memory and voodoo 3d hardware acceleration - all the way back in 1997.But doing that would mean to dedicate whole rendering code to OpenGL only, meaning that on older computers (and maybe on some other platforms too) it would be much slower (and unplayable) than now due to missing proper 3D acceleration support.
Ie - junk sale computer of today.So on one hand it would open possibility to go to 3D world easily and without performance problems (i.e. on good HW you can render 10000 sprites or polygons with >500 FPS), on the other hand we would support only new hardware (i.e. >P4 w/ >2 GHz, >=1GB RAM, >64 MB video RAM, etc.).
http://www.lauschangriff.org/bilder/rev ... 220335.jpg
Warcraft 3 - runs super smooth on Duron 700 with Geforce 4 MX.
To be a frank - with just using 3D acceleration for OTTD the game would look the same - with the exception of 600 fps. Rendering would be the least of your worries.
Frankly - id KILL for extra smooth TTD.