In a project I am building a virtual telescope. I load a (quite big) static image, draw it to 0/0/0 and move a ofCamera orthogonal to this image. x/y movement simulates turn/tilt, z movement simulates zoom. This all works well, tested on hardware prototype:
The image is of course big. The bigger it gets, the slower the App runs. This seems logical - still while always draw the whole image (image.draw(0,0)) I of course always show a fraction of it because of the camera.
Now to my question: Do ofCamera/GL/Graphic card already do the best optimizations or will it be of benefit to maybe
- split the image in let’s say 12 tiles and only draw the ones I actually see
- use ofxOpenCv’s drawROI() or something silimar
In short: do you have any general ideas on optimization?
Thank you for any hints!