Re: SDL 2.0 OpenGL 1.1 Android Poor Performance on Adreno GPU's

"Timodor" <[email protected]>
Newsgroups gmane.comp.lib.sdl
Message-ID <[email protected]>
blueshogun96 wrote:
> This sounds like more of an OpenGL [ES] issue, rather than an SDL issue.  Why are you using ES 1.1?  ES 2.0+ is more efficient, and the majority of devices are supporting programmable pipelines.  Also, have you considered using instancing or optimizing your draw calls?  Once again, I recommend looking into your rendering code, preferably with a profiler.
> 
> Shogun


Just drawing alone has 6 Draw Calls per Player with 22 Players, that's 132 Draw Calls. MALI handles this fine.

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