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2014/10/15 ¤U¤È 10:15:43

iphone Programming Glossary: vbos

Advice on speeding up OpenGL ES 1.1 on the iPhone

http://stackoverflow.com/questions/1844765/advice-on-speeding-up-opengl-es-1-1-on-the-iphone

Atlas. What about some more efficient matrix operations I understand the gl versions aren't too efficient. What about VBOs Update There are 8260 triangles. Texture sizes are 64x64 pngs. There are 58 different textures. I have not run instruments...

optimizing iPhone OpenGL ES fill rate

http://stackoverflow.com/questions/2785640/optimizing-iphone-opengl-es-fill-rate

in ~6 glDrawArrays calls. I often glTranslate before calling glDrawArrays. Would it improve the framerate to switch to VBOs I don't think it is a huge amount of geometry but maybe it is faster for other reasons Are there certain things to watch.. that the bottleneck is filling texturing and blending pixels. Techniques intended to optimize vertex processing VBOs and vertex formats or CPU usage draw call batching will likely not help as they will not speed up pixel processing. Your..

How can I optimize the rendering of a large model in OpenGL ES 1.1?

http://stackoverflow.com/questions/5718846/how-can-i-optimize-the-rendering-of-a-large-model-in-opengl-es-1-1

I saw a ~18 reduction in rendering time by binning the colors in one of my larger models. You're already using VBOs so you've taken advantage of that optimization. Don't halt the rendering pipeline at any point. Cut out anything that reads.. can do that will lead to smaller performance improvements like using interleaved vertex normal texture data in your VBOs aligning your data to 4 byte boundaries etc. but the ones above are what I've found to have the largest impact in the tuning..

How many maximum triangles can be drawn on ipad using opengl es in 1 frame?

http://stackoverflow.com/questions/6175018/how-many-maximum-triangles-can-be-drawn-on-ipad-using-opengl-es-in-1-frame

second on an iPad 1 using OpenGL ES 1.1 smooth shading a single light source geometry stored in vertex buffer objects VBOs and vertices represented by GLshorts in order to minimize total size. The iPad 2 is significantly faster than that especially..

Use of VAO around VBO in Open ES iPhone app Causes EXC_BAD_ACCESS When Call to glDrawElements

http://stackoverflow.com/questions/6240863/use-of-vao-around-vbo-in-open-es-iphone-app-causes-exc-bad-access-when-call-to-g

practices from Apple I'm trying to implement Vertex Array Objects around my Vertex Buffer Objects VBO . I setup my VBOs and VAOs like this void setupVBOs glBindBuffer GL_ARRAY_BUFFER 0 glBindBuffer GL_ELEMENT_ARRAY_BUFFER 0 glBindVertexArrayOES.. to implement Vertex Array Objects around my Vertex Buffer Objects VBO . I setup my VBOs and VAOs like this void setupVBOs glBindBuffer GL_ARRAY_BUFFER 0 glBindBuffer GL_ELEMENT_ARRAY_BUFFER 0 glBindVertexArrayOES 0 glGenVertexArraysOES 1 directArrayObject..