Ardor3D & Android: Optimization (Part III)
Ardor3D & Android: Optimization (Part III)
The keywords I’ll be using are:
- Vertex Array
- VBO
- 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: