Calling gl ES 2.0 functions.
Posted: Sun Mar 24, 2013 3:00 am
As I understand it, calling ES 2.0 functions are not yet supported correct? Also a mesh is rendered as a VBO. Is there a way to explicit specify vertices for a mesh, say with (GL_TRIANGLES)?
I'm trying to draw a mesh many times with an offset. But I'm thinking it would be better performance to just repeat the vertices and offsets(as vertices) in one mesh declaration instead of constantly calling the rendering of a small mesh many times sending the offsets to the shader. This the way I was doing it in android ndk project. How could I do something similar with ZGE.
Maybe I can do an expression that that create a the mesh multiple times modifying the offset(vertices) and then combines the meshes together using mesh combine, not sure if it can be used that way.
Thanks, any advice/help.
-Jazz
I'm trying to draw a mesh many times with an offset. But I'm thinking it would be better performance to just repeat the vertices and offsets(as vertices) in one mesh declaration instead of constantly calling the rendering of a small mesh many times sending the offsets to the shader. This the way I was doing it in android ndk project. How could I do something similar with ZGE.
Maybe I can do an expression that that create a the mesh multiple times modifying the offset(vertices) and then combines the meshes together using mesh combine, not sure if it can be used that way.
Thanks, any advice/help.
-Jazz