Friday, February 15, 2013

[android-developers] Re: Sprite Batcher using OpenGL 2

The article actually talks about a minimum of 24 (according to the specification). But your problem is still there, there is a limit and you cannot go crazy with hundreds of sprites. I think you should find a way to split that task under the hood. Let your SpriteBatcher draw multiple batches of 24-something sprites at a time.


On Friday, February 15, 2013 6:50:27 AM UTC-6, reaktor24 wrote:
Hi. I am reading the book by Mario Zechner and am on Chapter 8 which discusses Sprite Batching. It is relatively straight forward when dealing with OpenGL 1.1 but I am trying to write the code using shaders and OpenGL 2. I am quite confused though as the matrix needs to be updated for the positions and sent to the shader but his code doesn't deal with shaders and I am not getting anything appearing on the screen. Something isn't right. I read on this page that you should send an array of matrices to the shader at each update:
 
 
But this means you can only send a maximum of 24 sprite positions with each update. That isn't good enough. Mario's code is sending 100 sprites every frame, not 24. Surely it should be easier under OpenGL 2 and not more complicated. Anyone got any advice?
 
Steve

--
--
You received this message because you are subscribed to the Google
Groups "Android Developers" group.
To post to this group, send email to android-developers@googlegroups.com
To unsubscribe from this group, send email to
android-developers+unsubscribe@googlegroups.com
For more options, visit this group at
http://groups.google.com/group/android-developers?hl=en
---
You received this message because you are subscribed to the Google Groups "Android Developers" group.
To unsubscribe from this group and stop receiving emails from it, send an email to android-developers+unsubscribe@googlegroups.com.
For more options, visit https://groups.google.com/groups/opt_out.
 
 

0 Comments:

Post a Comment

Subscribe to Post Comments [Atom]

<< Home


Real Estate