I'm trying to decide on whether to primarily use floats or ints for all 3D-related elements in my app (which is C++ for the most part). I understand that most ARM-based devices have no hardware floating point support, so I figure that any heavy lifting with floats would be noticeably slower.
However, I'm planning to prep all data for the most part (i.e. have vertex buffers where applicable and transform using matrices that don't change a lot), so I'm just stuffing data down OpenGL's throat. Can I assume that this goes more or less straight to the GPU and will as such be reasonably fast? (Btw, the minimum requirement is OpenGL ES 2.0, so that presumably excludes older 1.x-based phones.)
Also - how is the penalty when I mix and match ints and floats? Assuming that all my geometry is just pre-built float buffers, but I use ints for matrices since those do require expensive operations like matrix multiplications, how much wrath will I incur here?
By the way, I know that I should keep my expectations low (sounds like even asking for floats on the CPU is asking for too much), but is there anything remotely like 128-bit VMX registers?
(And I'm secretly hoping that fadden is reading this question and has an awesome answer.)