Tagged Questions
1
vote
2answers
356 views
Which is worst: Too many VertexShader instructions, or FragmentShader instructions?
I want to have a better understanding of how to create shaders with optimal performance and realize where some bottlenecks can occur.
Is it usually favorable (when possible) to delegate most of the ...
2
votes
5answers
1k views
Skipping glReadPixels and reading iPhone's “VRAM” directly
I'd like to rapidly capture "screenshots" of my OpenGL ES iPhone game and turn them into a video. I've tried the following approach (it works but degrades the game play to an unacceptable level):
...
5
votes
3answers
218 views
Drawing the same mesh or drawing the same material?
I was wondering. Suppose I have a 1000 grass meshes. They all have the same material, but I create them separately, because they look slightly different, because they have different heights.
Does my ...
5
votes
4answers
742 views
Is it possible to use the GPU on a mobile device to accelerate a particle physics engine?
I am interested in answers for any mobile device but I am mainly considering the iPhone and devices that run Java.
I am developing a game that relies heavily on a particle physics engine for core ...