Assuming things are still running smoothly then this is a sensible approach to take (good to see you opted for it!) - no need to worry about optimisation for the time being.StoneWolfe wrote:1) Should I leave things as they are
Probably not. Typically you want to send as much data to the GPU as you can in as few OpenGL calls / state changes as possible. Batching multiple sprites into a single vertex array will be more efficient than having to duplicate draw calls for individual sprites.2) Should I switch back to drawing the sprites individually
As A Person says, you can use ES 2.0 & shaders to rotate your objects. Specifically you can pass custom parameters - including rotation data - to the shader as part of the vertex array, and perform the transformations in the vertex shader.3) Is there some other mechanism I could use to still do the rotation calcs on the GPU while still batch drawing the sprites...
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