If I want to render just a huge map, what is the best practice when using OpenGL ES with a mobile device (Android or iPhone based)?
What is the best structure to contain all the vertices, normales and texture coordinates?
I guess using a interleaved structure may give you some performance benefits caused by memory caching. Ok?
Should I use drawArrays or drawElements to push my data to OpenGL ES?
Well, I did no testing at all but I might think, that drawElements might be faster if the GFX does not use shared memory since you do not have to push that much data. Since this is really close to metall, what do you think? (the iPhone is ARM based while the Android platform is Qualcomm based (also an ARM?))
Best regards,
Friedrich