Jump to content

  • Log In with Google      Sign In   
  • Create Account


#Actualtrs79

Posted 05 July 2013 - 08:49 PM

Hello,

 

I'm planning on creating a program whereby a list of album names is retrieved via http. Once the names are received, I plan to do the following:

  1. Create a static VBO, with one quad for each album name. Each quad shares part of a texture atlas, so I can use a single draw call
  2. There will be additional http requests for album art images
  3. Display a loading indicator until image arrives, then lock part of dynamic texture atlas and write image data
  4. There will be a scissor clipping rectangle that will hide the quads not yet shown
  5. User can scroll list up and down

 

Questions:

  1. I'm using GLES, is there a better way to handle the asynchronous incoming images then to use a dynamic texture with locking overhead?
  2. Instead of one VBO for a single draw call, I could issue a separate draw call for each quad, not sure if this would be much slower? I think it would be easier because I could simply draw each quad with either album art texture or progress texture until image comes in

 

Thanks for any help, please see image below

 

 

IsongListApp.gif


#1trs79

Posted 05 July 2013 - 08:49 PM

Hello,

 

I'm planning on creating a program whereby a list of album names is retrieved via http. Once the names are received, I plan to do the following:

  1. Create a static VBO, with one quad for each album name. Each quad shares part of a texture atlas, so I can use a single draw call
  2. There will be additional http requests for album art images
  3. Display a loading indicator until image arrives, then lock part of dynamic texture atlas and write image data
  4. There will be a scissor clipping rectangle that will hide the quads not yet shown
  5. User can scroll list up and down

 

Questions:

  1. I'm using GLES, is there a better way to handle the asynchronous incoming images then to use a dynamic texture with locking overhead?
  2. Instead of one VBO for a single draw call, I could issue a separate draw call for each quad, not sure if this would be much slower? I think it would be easier because I could simply draw each quad with either album art texture or progress texture until image comes in

 

Thanks for any help, please see image below

 

 

IsongListApp.gif


PARTNERS