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    copied!<p>Look to Apple's "<a href="http://developer.apple.com/iphone/library/documentation/3DDrawing/Conceptual/OpenGLES%5FProgrammingGuide/TechniquesForWorkingWithTextureData/TechniquesForWorkingWithTextureData.html#//apple_ref/doc/uid/TP40008793-CH104-SW1" rel="nofollow noreferrer">Best Practices for Working with Texture Data</a>" and "<a href="http://developer.apple.com/iphone/library/documentation/3DDrawing/Conceptual/OpenGLES%5FProgrammingGuide/TechniquesforWorkingwithVertexData/TechniquesforWorkingwithVertexData.html#//apple_ref/doc/uid/TP40008793-CH107-SW1" rel="nofollow noreferrer">Best Practices for Working with Vertex Data</a>" sections of the <a href="http://developer.apple.com/iphone/library/documentation/3DDrawing/Conceptual/OpenGLES%5FProgrammingGuide/Introduction/Introduction.html" rel="nofollow noreferrer">OpenGL ES Programming Guide for iPhone OS</a>. They highly recommend (as do others) that you use PVRTC for compressing your textures, because they can offer an 8:1 or 16:1 compression ratio over your standard uncompressed textures. Aside from mipmapping, you seem to be doing the other recommended optimization of using a texture atlas.</p> <p>You do not appear to be geometry-limited, because (as I discovered in <a href="https://stackoverflow.com/questions/1287811/what-does-the-tiler-utilization-statistic-mean-in-the-iphone-opengl-es-instrument">this question</a>) the Tiler Utilization statistic seems to indicate how much of a bottleneck is being caused by geometry size. However, the iPhone 3G S (and third-generation iPod touch and iPad) support hardware-accelerated VBOs, so you might give those a shot and see how they affect performance. They might not have as much of an effect as compressing textures would, but they're not hard to implement.</p>
 

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