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Ellis
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In OpenGL ES 1.x, you can use several methods:

  • glDrawArrays
  • glDrawElements: TRIANGLES or TRIANGLES_STRIP (denormalized triangles)
  • VBO
  • glDrawTexfOES (you need to verify that you have this extension)

glDrawTexfOES is the faster method to draw efficiently quads but it is not available on old phones. VBO is efficient for static quads. If you use VBO with FloatBuffers, there is a bug on Android 2.2 and 2.1 devices which causes slowness. Use the libgdx.so, to transfert data into VBO for performance. If you use NDK, there is no performance issues.

Your question is not OpenGL ES related but OpenGL Java Wrapping issue.

Ps: in efficient opengl es 1.x engines, you have a tool to batch drawcalls. It is recommanded to limit your drawcalls to 50.

Ps 2: the FloatBuffers is very slow on android devices < 2.3. The libgdx has rewritten this part to speed its engines. You should look this issue.

In OpenGL ES 1.x, you can use several methods:

  • glDrawArrays
  • glDrawElements: TRIANGLES or TRIANGLES_STRIP (denormalized triangles)
  • VBO
  • glDrawTexfOES (you need to verify that you have this extension)

glDrawTexfOES is the faster method to draw efficiently quads but it is not available on old phones. VBO is efficient for static quads.

Ps: in efficient opengl es 1.x engines, you have a tool to batch drawcalls. It is recommanded to limit your drawcalls to 50.

Ps 2: the FloatBuffers is very slow on android devices < 2.3. The libgdx has rewritten this part to speed its engines. You should look this issue.

In OpenGL ES 1.x, you can use several methods:

  • glDrawArrays
  • glDrawElements: TRIANGLES or TRIANGLES_STRIP (denormalized triangles)
  • VBO
  • glDrawTexfOES (you need to verify that you have this extension)

glDrawTexfOES is the faster method to draw efficiently quads but it is not available on old phones. VBO is efficient for static quads. If you use VBO with FloatBuffers, there is a bug on Android 2.2 and 2.1 devices which causes slowness. Use the libgdx.so, to transfert data into VBO for performance. If you use NDK, there is no performance issues.

Your question is not OpenGL ES related but OpenGL Java Wrapping issue.

Ps: in efficient opengl es 1.x engines, you have a tool to batch drawcalls. It is recommanded to limit your drawcalls to 50.

Ps 2: the FloatBuffers is very slow on android devices < 2.3. The libgdx has rewritten this part to speed its engines. You should look this issue.

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Source Link
Ellis
  • 3.6k
  • 21
  • 28

In OpenGL ES 1.x, you can use several methods:

  • glDrawArrays
  • glDrawElements: TRIANGLES or TRIANGLES_STRIP (denormalized triangles)
  • VBO
  • glDrawTexfOES (you need to verify that you have this extension)

glDrawTexfOES is the faster method to draw efficiently quads but it is not available on old phones. VBO is efficient for static quads.

Ps: in efficient opengl es 1.x engines, you have a tool to batch drawcalls. It is recommanded to limit your drawcalls to 50.

Ps 2: the FloatBuffers is very slow on android devices < 2.3. The libgdx has rewritten this part to speed its engines. You should look this issue.

In OpenGL ES 1.x, you can use several methods:

  • glDrawArrays
  • glDrawElements: TRIANGLES or TRIANGLES_STRIP (denormalized triangles)
  • VBO
  • glDrawTexfOES (you need to verify that you have this extension)

glDrawTexfOES is the faster method to draw efficiently quads but it is not available on old phones. VBO is efficient for static quads.

Ps: in efficient opengl es 1.x engines, you have a tool to batch drawcalls. It is recommanded to limit your drawcalls to 50.

Ps 2: the FloatBuffers is very slow on android devices < 2.3. The libgdx has rewritten this part to speed its engines.

In OpenGL ES 1.x, you can use several methods:

  • glDrawArrays
  • glDrawElements: TRIANGLES or TRIANGLES_STRIP (denormalized triangles)
  • VBO
  • glDrawTexfOES (you need to verify that you have this extension)

glDrawTexfOES is the faster method to draw efficiently quads but it is not available on old phones. VBO is efficient for static quads.

Ps: in efficient opengl es 1.x engines, you have a tool to batch drawcalls. It is recommanded to limit your drawcalls to 50.

Ps 2: the FloatBuffers is very slow on android devices < 2.3. The libgdx has rewritten this part to speed its engines. You should look this issue.

added 313 characters in body; added 35 characters in body
Source Link
Ellis
  • 3.6k
  • 21
  • 28

In OpenGL ES 1.x, you can use several methods:

  • glDrawArrays
  • glDrawElements: TRIANGLES or TRIANGLES_STRIP (denormalized triangles)
  • VBO
  • glDrawTexfOES (you need to verify that you have this extension)

glDrawTexfOES is the faster method to draw efficiently quads but it is not available on old phones. VBO is efficient for static quads.

Ps: in efficient opengl es 1.x engines, you have a tool to batch drawcalls. It is recommanded to limit your drawcalls to 50.

Ps 2: the FloatBuffers is very slow on android devices < 2.3. The libgdx has rewritten this part to speed its engines.

In OpenGL ES 1.x, you can use several methods:

  • glDrawArrays
  • glDrawElements: TRIANGLES or TRIANGLES_STRIP (denormalized triangles)
  • VBO
  • glDrawTexfOES (you need to verify that you have this extension)

glDrawTexfOES is the faster method to draw efficiently quads but it is not available on old phones.

In OpenGL ES 1.x, you can use several methods:

  • glDrawArrays
  • glDrawElements: TRIANGLES or TRIANGLES_STRIP (denormalized triangles)
  • VBO
  • glDrawTexfOES (you need to verify that you have this extension)

glDrawTexfOES is the faster method to draw efficiently quads but it is not available on old phones. VBO is efficient for static quads.

Ps: in efficient opengl es 1.x engines, you have a tool to batch drawcalls. It is recommanded to limit your drawcalls to 50.

Ps 2: the FloatBuffers is very slow on android devices < 2.3. The libgdx has rewritten this part to speed its engines.

Source Link
Ellis
  • 3.6k
  • 21
  • 28
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