Jeffrey Kleykamp wrote:
On my not so fast computer, I acheive 400FPS, which is useless but a good indicator to know how many sprites I can draw simultaneously.
Are you clearing and redrawing the whole screen each frame, or just drawing the areas where sprites have moved? If the latter, then some of the performance decrease could be due to the fact that you're now copying a whole screenful of data per frame. To avoid that with the OpenGL method, you would need to keep track of the changed areas and just copy them to the texture with glTexSubImage2D(). -- Greg