![]() The dynamic data is then updated every frame via glBufferSubData. Just fill your vertex every frame on the CPU (including the dynamic data).Īllocate a VBO on the GPU with GL_DYNAMIC_DRAW where both, the dynamic and static data is stored. There are basically three options for rendering such data (If I do not miss one. I googled a lot since yesterday, but I could not find a clear and unique answer to the question of what is the best was to render such data. ![]() I have two different kinds of data: dynamic data that changes its attributes every frame, for example the player or animated background objects, and static data such as the static background or the terrain. I am writing an iOS/Android game and looking for the most performant way to render my vertex data with OpenGL ES 2.0.
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