glDrawArrays() slow on iPad?

Posted by Nick on Stack Overflow See other posts from Stack Overflow or by Nick
Published on 2010-05-04T22:53:11Z Indexed on 2010/05/04 22:58 UTC
Read the original article Hit count: 235

Hey guys,

I was wondering how to speed up my iPad application using OpenGLES 2.0. At the moment we have every drawable object draw itself with a call to glDrawArrays(). Blend mode is on, we really need it. Without disabling blendmode, how would we improve performance for this app?

For instances, if we now draw 1 texture across the whole screen, the app only gets 15FPS, which is really slow I think? Are we doing something terribly wrong? Our drawing code (for each drawable), is as follows:

- (void) draw {
    GLuint textureAvailable = 0;
    if(texture != nil){
        textureAvailable = 1;
    }

    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, texture.name);

    glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, vertices);
    glEnableVertexAttribArray(ATTRIB_VERTEX);

    glVertexAttribPointer(ATTRIB_COLOR, 4, GL_FLOAT, 1, 0, colorsWithMultipliedAlpha);
    glEnableVertexAttribArray(ATTRIB_COLOR);

    glVertexAttribPointer(ATTRIB_TEXTUREMAP, 2, GL_FLOAT, 1, 0, textureMapping);
    glEnableVertexAttribArray(ATTRIB_TEXTUREMAP);

    //Note that we are NOT using position.z here because that is only used to determine drawing order
    int *jnUniforms = JNOpenGLConstants::getInstance().uniforms;
    glUniform4f(jnUniforms[UNIFORM_TRANSLATE], position.x, position.y, 0.0, 0.0);
    glUniform4f(jnUniforms[UNIFORM_SCALE], scale.x, scale.y, 1.0, 1.0);
    glUniform1f(jnUniforms[UNIFORM_ROTATION], rotation);
    glUniform1i(jnUniforms[UNIFORM_TEXTURE_SAMPLE], 0);
    glUniform2f(jnUniforms[UNIFORM_TEXTURE_REPEAT], textureRepeat.x, textureRepeat.y);
    glUniform1i(jnUniforms[UNIFORM_TEXTURE_AVAILABLE], textureAvailable);

    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}

© Stack Overflow or respective owner

Related posts about ipad

Related posts about opengl-es