I am working on a game for Android using OpenGL ES, and I have run into a performance problem.
What I am trying to do: I have a bunch of objects on screen that all share the same mesh, but all have individual rotations and translations. You could compare it to Asteroids where you have a bunch of asteroids moving around on screen.
The actual problem: I am taking the performance hit because I rotate and translate each object individually, and the overhead of sending the vertex array is too large compared to the number of vertices (tens of them per object).
What can I do? One solution I have thought of is to update the vertices in software myself, before putting them into the vertex buffer. That would probably spare me some overhead, but it seems counterintuitive.
Please share any ideas or suggestions you might have! Thanks!