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I'm making an iPhone game based on the CrashLanding sample code. The sample code includes some Open GL ES stuff (Texture2D and MyEAGLView). What are some ways to improve the performance of this code?

I'm fine w/ making certain trade-offs to improve the performance... but I don't what these trade-offs might be. For example perhaps one can simplify and speed-up the code by requiring the image files to have dimensions that are a power of 2, or perhaps square dimensions, or ... ?)

+1  A: 

Images will be automatically turned into power of 2 dimensions on devices that need it (pre 3GS for example).

Performance in graphics is a huge subject. However it usually comes down to batching your primitive calls so as not to make state changes more than necessary. Google: texture atlas

You can get a long way with that one thing.

-- David

David Whatley