Hello,
I've ported Astromenace to the Pandora (see https://github.com/d...ora-astromenace ).
The game basically runs with a few graphical glitches ( the starfield is not rendered correctly). B)
As it's very sloooow (5-10 fps maximum), what is the best approch to optimize it?
- I've done the port with opengl-es 1.1. Will porting to opengl-es 2.0 be better?
- Google says that converting the glVertexPointer/glTexCoordPointer calls to using GL_SHORT
increases performance on the IPhone, maybe that will help on the Pandora, too.
(Converting the calls will be a relatively big task, so I thought I'd better ask first if this will be worth a try).
- Are there any tricks in SDL which may help?
Does anyone have other suggestions?
I'm new to opengl programming, so any help is welcome.
Thanks in advance,
dbluelle
I've ported Astromenace to the Pandora (see https://github.com/d...ora-astromenace ).
The game basically runs with a few graphical glitches ( the starfield is not rendered correctly). B)
As it's very sloooow (5-10 fps maximum), what is the best approch to optimize it?
- I've done the port with opengl-es 1.1. Will porting to opengl-es 2.0 be better?
- Google says that converting the glVertexPointer/glTexCoordPointer calls to using GL_SHORT
increases performance on the IPhone, maybe that will help on the Pandora, too.
(Converting the calls will be a relatively big task, so I thought I'd better ask first if this will be worth a try).
- Are there any tricks in SDL which may help?
Does anyone have other suggestions?
I'm new to opengl programming, so any help is welcome.
Thanks in advance,
dbluelle