Jump to content

  • Log In with Google      Sign In   
  • Create Account


#ActualOlof Hedman

Posted 07 November 2012 - 10:10 AM

For GLES 2.0 you have no choice but to do the transformation on CPU and load a dynamic VBO each frame if you have dynamic objects you want to batch.

On the plus-side, you have less calculations in your shader and can use that extra performance for making the pixels prettier. (or draw more boxes before GPU-limit)

#5Olof Hedman

Posted 07 November 2012 - 10:10 AM

For GLES 2.0 you have no choice but to do the transformation on CPU and load a dynamic VBO each frame if you have dynamic objects you want to batch.

On the plus-side, you have less calculations in your shader and can use that extra performance for making the pixels prettier. (or draw more boxes before GPU-limit)

#4Olof Hedman

Posted 07 November 2012 - 10:10 AM

For GLES 2.0 you have no choice but to do the transformation on CPU and load a dynamic VBO each frame if you have dynamic objects you want to batch.

On the plus-side, you have less calculations in your shader and can use that extra performance for making the pixels prettier. (or draw more boxes)

#3Olof Hedman

Posted 07 November 2012 - 10:02 AM

For GLES 2.0 you have no choice but to do the transformation on CPU and load a dynamic VBO each frame if you have dynamic objects you want to batch.

On the plus-side, you have less calculations in your shader and can use that extra performance for making the pixels prettier.

#2Olof Hedman

Posted 07 November 2012 - 10:02 AM

For GLES 2.0 you have no choice but to do the transformation on CPU and load a dynamic VBO each frame if you have dynamic objects you want to batch.

On the plus-side, you have less calculations in your shader and can use that extra performance for making the pixels prettier.

#1Olof Hedman

Posted 07 November 2012 - 10:01 AM

For GLES 2.0 you have no choice but to do the transformation on CPU and load a dynamic VBO each frame if you have dynamic objects you want to batch.

On the plus-side, you have less calculations in your shader that you can use for making the pixels prettier.

PARTNERS