Batching dynamic sprites in OpenGL
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Aaron
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Published on 2012-12-02T20:46:18Z
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2012/12/02
23:27 UTC
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I'm trying to wrap my head around how batching is done in a 2D sprite-based game. My understanding is I'd get the vertices that represent each sprite I want to draw and stuff them all into a single mesh. That way I'd only need a single draw call to render everything.
Does this apply when the sprites I render are different between frames, or when some sprites are moving? Because it sounds like I'd then have to recreate my batch mesh each frame, using either glDrawArrays
/glDrawElements
or a streaming VBO I assume. Does this sound correct?
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