I am currently working on a prototype version of an OpenGL based Android game (using Java, not the NDK).
I already got the basics down: Loading VBO's with my vertex data (positions, normals, texture coordinates, colors), binding to uniforms, etc.
Basically, I'm able to render multiple models with transformations and lighting applied.
However, I am a bit concerned about the efficiency of my render loop, since it's all of my own design.
Most of the resources out there teach you the basics: How to load your models, use, shaders, ... but they never go into the topic of actually organizing you rendering process. In particular: in which order should I bind my objects, how to chain transformation matrices properly, ...
I've been reading "Game Coding Complete" in which they describe a way of rendering your scene by using a render tree, chaining transformation matrices as you move down the tree. All of it is written for DirectX, but I think I can apply most of it to my OpenGL render loop as well.
I was just wondering if anyone knows of some other good resources that could teach me more about implementing a decent medium/high-performance render loop for OpenGL. I'm especially interested in any resources that would teach my how to organize my models efficiently, which types of render passes I should use, any way of sorting my models from front to back efficiently, how to chain my transformation matrices efficiently, etc.
Any help would be greatly appreciated. Thanks in advance!
Edited by Ansharus, 08 August 2014 - 04:11 AM.