android - How to handle drawing multiple of the same shape in OpenGL ES -


i've been programming couple years now, , know syntax of different languages pretty well, i've spent of time making programs in basic lua. have played around game developing java , c#, directx , opengl, times don't know terms others may know such 'shaders' , 'vbos'. i've heard of them, don't know mean, please explain me i'm five if have answer.

i'm trying make simple android game using open gl es 2.0, and, i've seen many tutorials explaining how draw 1 triangle, , not many. case, have world full of triangles, array of true , false's, if there true triangle drawn in position, if false triangle won't drawn. i've made draw triangle's until off screen, realized 1 problem still, , rendering still super slow, takes 2 seconds render 1 frame.

at moment, 1 triangle class, , when checks if triangle supposed belong is, create vertex points triangle , pass them triangle class, creating new triangle object updated vertices. can see how wrong can go, it's thing can come with, very-limited knowledge on opengl es

what looking draw of these triangles, in correct position, same color , size, in efficient way, wouldn't take 2 seconds draw 1 frame.

if has solution, thank you.

what looking instanced draw calls means going send 1 vbo (vertex buffer object - holds information vertex of mesh) , array of mvpm(model view projection matrices - these hold transformations information of every draw want of vbo) shader, in 1 single draw call.

unfortunately (i'm using right opengl es 2.0 well) there no way provided opengl this.

any way, there article fake that think trouble.

in other words ir pretty trapped draw call per mesh.


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