Android rendering optimizations

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kine
Posts: 18
Joined: Tue Mar 23, 2010 9:40 am

Android rendering optimizations

Post by kine »

Hello :)

I'm coding a game for android, new to Irrlicht.
I have got some questions about render tweaks:

can I use vbo+octree ? are these lines the way to go (and in this order) ?
mesh->setHardwareMappingHint(scene::EHM_STATIC);
m_scene_manager->addOctreeSceneNode(mesh,0,-1,256,false);

I use 128x128 texture no lights just textures,mipmaps,ETCF_TEXTURE_16BITS
material->disable bilinear,trilinear,anisotropic,antialiasing
Are there other rendering flags I should use ?

Thanks in advance.

Kine
hybrid
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Post by hybrid »

Does android support basic OpenGL rendering? Otherwise you habe to switch to the ogl-es branch. You can use all material flags defined in SMaterial.
The VBO support is only partially supported in the octree node. You have to use a certain compile time define and recompile the library. From then on octree will automatically use VBOs (IIRC, was a recent change).
Dan911
Posts: 21
Joined: Tue Dec 16, 2008 11:28 pm

Post by Dan911 »

Defiantly use ogl:es, and android on what hardware platform? because that defiantly matters.
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