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    1. COThank you arul, this is most enlightening. I'll certainly implement the texture2D idea. At the moment I am keeping all the data in memory simply because I only want to read from disk once. Clearly that isn't working. Ultimately, I want to play a sequence of any length. My idea was to concatenate all the object files into one, but how would I go about streaming a file like that from disk as you would, say, a 3Gb movie file? Each file just contains a list of 640*480 floats. Figure 3 minutes of animation at 24fps and you're getting into about that size. Isn't streaming the only option?
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    2. COYes it is, but you need to stream in only the important data, which in this case is the heightfield map. The theoretical IO-throughput needed is 29.4912MB/s (isn't that too much for iDevices?). I think that storing the height info as floats is overkill. Assuming you're interfacing with Kinect, you get the depth info with 13-bits precision, and the remaining 19-bits are wasted. Try implementing the texture2D lookup method and then profile the code to find out where the bottleneck is (I bet on IO-throughput).
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    3. COGreat, thank you so much for your help. So, just to be clear: a) Rewrite the Kinect raw files to only use much smaller data types (unsigned short, perhaps?) b) Stream the data in using the NSDataReadingMappedAlways option that Tommy suggested and c) use texture2D method to pass the height data to the vertex shader. Does that sound about right? Can I dump the contents of the NSDataReadingMappedAlways directly into here:? `glVertexAttribPointer(vertexHandle, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)vertices);`
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