3
votes
2answers
956 views

Which is worst: Too many VertexShader instructions, or FragmentShader instructions?

I want to have a better understanding of how to create shaders with optimal performance and realize where some bottlenecks can occur. Is it usually favorable (when possible) to delegate most of the ...
2
votes
5answers
2k views

Skipping glReadPixels and reading iPhone's “VRAM” directly

I'd like to rapidly capture "screenshots" of my OpenGL ES iPhone game and turn them into a video. I've tried the following approach (it works but degrades the game play to an unacceptable level): ...
5
votes
3answers
315 views

Drawing the same mesh or drawing the same material?

I was wondering. Suppose I have a 1000 grass meshes. They all have the same material, but I create them separately, because they look slightly different, because they have different heights. Does my ...
6
votes
4answers
1k views

Is it possible to use the GPU on a mobile device to accelerate a particle physics engine?

I am interested in answers for any mobile device but I am mainly considering the iPhone and devices that run Java. I am developing a game that relies heavily on a particle physics engine for core ...