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Author Topic: few questions about VertexBuffer on Android  (Read 1107 times)

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Nafffen

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few questions about VertexBuffer on Android
« on: December 06, 2023, 10:08:26 am »
I know PrimitiveType::Quad is deprecated with OpenGL ES, what about the others ? Is everything else ok on Android ?

How many vertices do you think an average phone can handle per draw call if I use sf::VertexBuffer(sf::Triangles, sf::VertexBuffer::Usage::Static); ? Is 100_000 still manageable ?

eXpl0it3r

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Re: few questions about VertexBuffer on Android
« Reply #1 on: December 06, 2023, 10:24:02 am »
There isn't an simple answer to this, especially on Android, where the number of different devices and variations in system specs are massive.

Application/game performance is also more generally speaking not just limited by the amount of triangles you can draw, but you'd have to consider the complete loop, including physics calculation, input handling, AI logic, etc.

As for the limitations with SFML on Android, as we currently don't support OpenGL ES 2, there is no shader support. Most of the other things should work.
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