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:
- 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
- There will be additional http requests for album art images
- Display a loading indicator until image arrives, then lock part of dynamic texture atlas and write image data
- There will be a scissor clipping rectangle that will hide the quads not yet shown
- User can scroll list up and down
Questions:
- I'm using GLES, is there a better way to handle the asynchronous incoming images then to use a dynamic texture with locking overhead?
- 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
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