OpenGL and atlas

Posted by user30088 on Game Development See other posts from Game Development or by user30088
Published on 2014-04-02T13:57:34Z Indexed on 2014/06/01 22:01 UTC
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I'm trying to draw element from a texture atlas with OpenGL ES 2.

Currently, I'm drawing my elements using something like that in the shader: uniform mat4 uCamera;

uniform mat4 uModel;
attribute vec4  aPosition;
attribute vec4  aColor;
attribute vec2  aTextCoord;

uniform vec2 offset;
uniform vec2 scale;

varying lowp vec4 vColor;
varying lowp vec2 vUV;

void main() 
{   
    vUV = offset + aTextCoord * scale;
    gl_Position = (uCamera * uModel) * aPosition;
    vColor  = aColor;
}

For each elements to draw I send his offset and scale to the shader. The problem with this method: I can't rotate the element but it's not a problem for now.

I would like to know, what is better for performance:

  • Send uniforms like that for each element on every frames
  • Update quad geometry (uvs) for each element

Thanks!

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