Saturday, February 16, 2013

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

Hi

Thanks for all your replies. Really interesting reading them. Yes, OpenGL 2 is definitely more complicated than OpenGL 1.1 but I suppose that complexity is required (and maybe a small price to pay) for the amount of control it gives you over the rendering pipeline. I definitely wouldn't go back to 1.1 and much prefer it. I will have a play around and see what I can come up with. Thanks again!

Steve

On Friday, February 15, 2013 5:27:45 PM UTC, Nobu Games wrote:
You make little sense here. reaktor says that OpenGL ES 2 is more complicated. You contradict him by saying "it does not clearly simplify anything". So basically you both are on the same page.

OpenGL ES 2 does not just add features. It also takes them away. There is no transformation matrix stack anymore. And having the overhead of creating multiple scripts in an additional language just for rendering stuff that could be done in a pretty much straightforward manner in OpenGL 1 is... well... more complicated.


On Friday, February 15, 2013 10:54:53 AM UTC-6, bob wrote:
"Surely it should be easier under OpenGL 2 and not more complicated."

I don't think everyone would agree with that, including me.

OpenGL 2 adds features, but it does not clearly simplify anything.





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

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