Unchecking "Draw using VBO" improves PERFORMANCE!!! (GT-I9300)
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01-20-2013, 10:33 AM
(This post was last modified: 01-20-2013 12:12 PM by Carter07.)
Post: #12
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RE: Unchecking "Draw using VBO" improves PERFORMANCE!!! (GT-I9300)
I found this in a pdf talling about how to optimize games for mobile, maybe it can help.
4.5. Vertex Buffer Objects Vertex Buffer Objects (VBO) (and, where available, Vertex Array Objects) are the preferred way of storing vertex and index data; since VBO storage is managed by the driver there is no need to copy an array from the client side at every draw call and the driver is able to perform some transparent optimizations. Pack all the vertex attributes that are required for a mesh into the same VBO unless a mixture of static and dynamic attributes are being used. Do not create a VBO for every mesh, it is a good idea to group meshes that are always rendered together in order to minimize buffer rebinding, this also has the benefit of improving batching. For dynamic vertex data one buffer object should be used for each update frequency, and the right usage flag should be set (STATIC_DRAW,DYNAMIC_DRAW, STREAM_DRAW) when submitting data or allocating storage with glBufferData http://www.imgtec.com/powervr/insider/do...ternal.pdf |
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