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Ardor3D & Android: Optimization (Part III)

Gijs-Jan September 22, 2010 Caravel No Comments

Ardor3D & Android: Optimization (Part III)

The keywords I’ll be using are:

  1. Vertex Array
  2. VBO
  3. VBO Interleaved

So, as the more experienced OpenGL’er might have noticed, today’s post will be about openGL draw techniques.
Or more specifically, their speeds & oddities on Android.

To start, I’ll give a small log of the different drawing techniques, with different primitives on Android 2.2, device: Nexus One:

← Ardor3D & Android: Optimization (Part I)
BrickJoke Release: A week in… →
Gijs-Jan

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