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The only argument for the solution you propose is so there is less memory usage at a specific time, which might be good for a mobile device with a relatively small amount of memory vs a PC. However, it is a double edged sword. For you to unload and load assets as your game is running, you might need to introduce multiple loading screens because of the ...


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Ok, I found a way. I'm not sure that it's the most performant, but it works, and the DEPTH_TEST (z-culling) is working now. Here is how I did it: in declarations: private ModelInstance mLattice; in create(): ModelBuilder modelBuilder = new ModelBuilder(); modelBuilder.begin(); MeshPartBuilder meshPartBuilder = modelBuilder.part("lattice", GL20.GL_LINES, ...


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To answer your first question, yes it's quite possible to load an ETC2 texture on any OpenGL ES 3.0 device. In fact, it's required by the standard. In order to do so, you replace the glTexImage2D function call with glCompressedTexImage2D. For more details, read the documentation. Currently there aren't that many texture compression tools that support ETC2. ...


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What you're doing may not be the most efficient, but it is still quite efficient, simple, flexible and commonly done. A more efficient, but code-wise more complex and less flexible solution would be to use different draw `buckets' into which you put your drawables depending on the required state, e.g. you separate opaque from transparent meshes. With your ...


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glBufferData makes a copy of the data and stores it in the VBO. This will then be uploaded to the gpu and the client can free/reuse the memory.



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