Quote:
Originally Posted by demione
Interesting. I had read somewhere that multiple draw calls did not seem to affect performance but this definitely points to the contrary.
I see you've ignored the suggestion about aligning your vertex structure row length to a multiple of 8 bytes. Wondering what your results would be like if you manage to somehow cut those 20 bytes down to 16 (or better yet, pad with 4 to make it 24).
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Why multiple of 8s ? 4s is plenty since that's what ARM operates with - if you really want to be cache friendly you would have to align your entire vertex struct to be 32 bytes exact.
As far as multiple draw calls - of course it does ... even if you are just doing simply glDrawArrays in a loop it still makes a lot of difference but if you take into account the fact that a typical engine ( as opposed to some lean demo code) will attempt to do a lot more then just call glDrawArrays for each renderable batch - it becomes even more important.