Game Development Community

Is stuff like blendcolor and blendalpha expensive

by Scott Wilson-Billing · in iTorque 2D · 03/26/2010 (2:57 pm) · 4 replies

Just checking some stuff out ... I have some sprites (missiles) that are white and stuffed into a pool. I then have different datablocks that represent different missile types and I use the blendcolor funtion to change the color (red, green, blue etc) of the missile sprite when it comes out of the pool. My question ... is this (setBlendAlpha) an expensive operation i.e. repeated every frame by the gfx chip or is it a one off? Same goes for setBlendAlpha?

Cheers


#1
03/27/2010 (9:41 am)
actually on the iphone alpha blend is less expensive than doing masking / alpha test
#2
03/27/2010 (10:23 am)
Thanks Marc, what about changing the color?
#3
03/27/2010 (11:27 am)
changing the color does not impact the texture at all, its done basing on the vertex colors so the impact should not be significant (if measurable at all)
#4
03/27/2010 (11:41 am)
Cheers Marc, it didn't seem to make any difference when I just kept the sprites white. Good to have it confirmed.