M
M
mik_os2013-02-25 12:29:57
Android
mik_os, 2013-02-25 12:29:57

Mobile devices, GLES and big textures?

I've never dealt with Open GL, I'll ask a general question: It is
necessary to draw 20 flat objects (squares), on each of the objects there are 5 elements (textures, 2 of which are large 1024x1024, reducing is not an option, clarity is needed). You can count in another way, 20 objects, 5 squares, 1 texture, I don't know how it will be faster. Textures, as I said, are large and ARGB_8888, GL_BLEND is enabled, they are obtained at runtime when the application starts, there is no way to apply compression (or is there?).
Let's say the test platform is the Galaxy S3, we don't take anything weaker into account.
Can the GLES20 render all this at 60 fps?
PS Implementation on View'hah does not satisfy smoothness and memory consumption. I'm trying to implement it on GLES, but now it's shamelessly slowing down, so I'm looking for where my hands are not straight enough.

Answer the question

In order to leave comments, you need to log in

1 answer(s)
S
SAKRIST, 2013-02-25
@SAKRIST

why do you need 60 fps? :) 30 just
use PVRTC compression and set the correct filters (GL_TEXTURE_MAG_FILTER and GL_TEXTURE_MIN_FILTER). And if GL_TEXTURE_MAX_ANISOTROPY_EXT is supported
, I have 60+ textures from 1k, only the platform is different. OpenGL ES 2.0

Didn't find what you were looking for?

Ask your question

Ask a Question

731 491 924 answers to any question