AussieKSU Posted June 14, 2017 Share Posted June 14, 2017 I would like to add many (10k-100k) instances of a particular geometry into the scene. For simplicity sake, we can consider the geometry a cylinder. I have used (Jerome's excellent) Solid Particle System to solve this problem. We will see very good performance with respect to FPS simply using add shape ie. addShape(cylinderMesh, 100000). HOWEVER Solid Particle Systems will still duplicate the geometry needed for the cylinder. We will see the geometry duplicated x100000 in the resulting mesh, causing the brower to store all the (transformed) vertexes. Is there a solution which can "reuse" the geometry, and keep the memory footprint low for my scene (shaders perhaps)? Is there Something that will set the vertex attributes to the GPU once, and then provide a set of transformations? I know display lists are not supported in OpenGL ES, and maybe this is the killer for my desired behavior? Quote Link to comment Share on other sites More sharing options...
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