![]() It is just like doing tripple buffering, where an extra memory bufffer is in use. I have a textureatlas and what I do is just to call GLES20.bindBuffer() for every texture in the loop, instead of calling the outside the loop. I cant see why not implementing the accumulation buffer in hardware. What I now want is when the ball hits a brick its not immediately removed - it changes status and that includes changing the texture or more correctly - the uv-coord of the atlas. Its some sort of outbreak game with 64 shapes (bricks). ![]() This topic described a possible method to do such a thing. This means that it will be necessary to go the LONG way. Unfortunately it appears that the OpenGL command (accumulation buffer) that makes this possible is not available in OpenGL es. ![]() What Andon is suggesting is that you could render into a texture with an ordinary GLRGBA format that OpenGL ES 2.0 understands, but packing/encoding the color in some more efficient way. 11 So I have been trying to create a trailing particle effect ( seen here) with OpenGL ES 2.0. Framerate was good until I made a change in the game. Textures are really the only FBO attachments that are actually useful in OpenGL ES 1.1 and 2.0, on most platforms. I have a performance problem in my opengl 2.0 game.
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