[android-developers] Re: Sprite Batcher using OpenGL 2

2013-02-16 Thread a1
> But this means you can only send a maximum of 24 sprite positions with > each update. That isn't good enough. Mario's code is sending 100 sprites > every frame, not 24. Surely it should be easier under OpenGL 2 and not more > complicated. Anyone got any advice? > You'd be better off if you

[android-developers] Re: Sprite Batcher using OpenGL 2

2013-02-16 Thread reaktor24
Hi Thanks for all your replies. Really interesting reading them. Yes, OpenGL 2 is definitely more complicated than OpenGL 1.1 but I suppose that complexity is required (and maybe a small price to pay) for the amount of control it gives you over the rendering pipeline. I definitely wouldn't go

[android-developers] Re: Sprite Batcher using OpenGL 2

2013-02-15 Thread Nobu Games
You make little sense here. reaktor says that OpenGL ES 2 is more complicated. You contradict him by saying "it does not clearly simplify anything". So basically you both are on the same page. OpenGL ES 2 does not just add features. It also takes them away. There is no transformation matrix sta

[android-developers] Re: Sprite Batcher using OpenGL 2

2013-02-15 Thread bob
*"Surely it should be easier under OpenGL 2 and not more complicated."* I don't think everyone would agree with that, including me. OpenGL 2 adds features, but it does not clearly simplify anything. On Friday, February 15, 2013 6:50:27 AM UTC-6, reaktor24 wrote: > > Hi. I am reading the book

[android-developers] Re: Sprite Batcher using OpenGL 2

2013-02-15 Thread Nobu Games
The article actually talks about a minimum of 24 (according to the specification). But your problem is still there, there is a limit and you cannot go crazy with hundreds of sprites. I think you should find a way to split that task under the hood. Let your SpriteBatcher draw multiple batches of