[epiar-devel] CodingConventionProposal Updated, Still in Proposal

Maoserr maoserr at gmail.com
Sun Dec 27 17:03:07 PST 2009


> Regarding openGL speed, I'm certain we're not bound by draw-calls
> themselves, since we have relatively little of those and all of those are
> quite cheap, or simple renderstate changes, since we have very few of  
> those
> as well, but by texture uploading and texture setting. There's a neat,  
> easy,
> and flexible way of sorting our draw calls on the CPU so that the GPU  
> gets
> very few state changes. If anybody feels like working on that, let me  
> know
> and I'll fill you in. (I'd do it myself eventually, but as you know, I  
> don't
> have too much time on my hands :))
>

I would like to be enlightened about this, can't promise I can do it, but  
I'd like to try.

Regarding VBO's, do you think it's wise to have one VBO for all the quads,  
or would it be wise to split it up to smaller chunks (I was thinking one  
VBO for the game play, one for the HUD + UI, since they are rather  
separate, and HUD and UI are mostly static)


More information about the epiar-devel mailing list