Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 512253
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 13, 20262026-05-13T07:18:03+00:00 2026-05-13T07:18:03+00:00

I’m looking to get some additional performance (FPS) increases on my iPhone App. I’m

  • 0

I’m looking to get some additional performance (FPS) increases on my iPhone App. I’m already using interleaved data, GL_SHORT and a single texture atlas. See this question for details of what I’ve already done.

Now I want to look at using VBOs to increase performance. According to Apple’s OpenGL ES documentation this is a good step to take. However, it does not address how (or if) VBOs are affected by changes to the Model View matrix. Essentially, I have the same object rendered to the scene multiple times, but each time using a slightly different Model View matrix. The main difference between the objects (other than position in the scene) is texture mapping. They all have slightly different texture coordinates.

Will VBOs help in this situation? Should I allocate a separate VBO for each individual object?

Update 1

So far it looks like VBOs have a negative affect on my performance. FPS dropped back into the mid to high 20’s. I’m allocationg 70 VBOs: 35 for the data and 35 for indices. I could knock this down to 35 for the data, and one global index array. I’m using glBufferSubData() to update texture coordinates as necessary.

Another thought is to break out all the static data and specify GL_STATIC_DRAW for that VBO.

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-13T07:18:04+00:00Added an answer on May 13, 2026 at 7:18 am

    it does not address how (or if) VBOs are affected by changes to the Model View matrix

    The model-view transform takes place on the GPU every time you make a draw call. Changing the model-view does not cause the VBO to mutate.

    The main difference between the objects (other than position in the scene) is texture mapping. They all have slightly different texture coordinates.

    Sounds like you should be adjusting the texture matrix, in addition to the model-view matrix, sorta like this:

    glMatrixMode(GL_TEXTURE);
    // glTranslate, glRotate, etc
    glMatrixMode(GL_MODELVIEW);
    // glTranslate, glRotate, etc
    

    Leveraging VBOs is usually a good idea, but they really only help with third-generation iPhones. They don’t help much with older iPhones.

    Should I allocate a separate VBO for each individual object?

    It’s usually more efficient to reduce the number of VBOs in your application. Rather than making multiple calls to glBindBuffer, you can supply unique offsets every time you call glDrawArrays or glDrawElements.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

We're building an app, our first using Rails 3, and we're having to build
I am using Paperclip to handle profile photo uploads in my app. They upload
I have a jquery bug and I've been looking for hours now, I can't
link Im having trouble converting the html entites into html characters, (&# 8217;) i
That's pretty much it. I'm using Nokogiri to scrape a web page what has
I have just tried to save a simple *.rtf file with some websites and
For some reason, after submitting a string like this Jack’s Spindle from a text
I have a string like this: La Torre Eiffel paragonata all’Everest What PHP function
I am reading a book about Javascript and jQuery and using one of the
I'm using v2.0 of ClassTextile.php, with the following call: $testimonial_text = $textile->TextileRestricted($_POST['testimonial']); ... and

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.