I’m creating a sort of social media visualizer that loads a set # of photos and highlights them. Additionally I have a small cache of say 50 “fill images” that are low resolution and they are drawn multiple times and are used to make shapes or resolve into images in the background. When the duplicate fill images are created they load the pixel data of one of the original 50.
Currently I have a particle system made of particles that extend ofNode and have an ofImage object inside them. At about 8000 images I hit a wall of performance, moving between my mac pro, my macbook pro, and my PC machine seem to have almost the same result. So I think it has to be something with my code. I know there’s a faster way to do this I just can’t visualize it. Billboard particles ? Fbos ? Shaders ? Better use of pointers ? I’m open to any and all suggestions. It sucks to have to drop to 30 fps sometimes
Below is an example of what one “resolve” might look like into a sphere.
I just know I can get more than 8,000 out of this system, I’m just not sure the best path moving forward.