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 6542009
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 25, 20262026-05-25T11:10:27+00:00 2026-05-25T11:10:27+00:00

In OpenGL (ES for Android if it matters), is using GL10.glTranslatef(x, y, z); then

  • 0

In OpenGL (ES for Android if it matters), is using GL10.glTranslatef(x, y, z); then drawing an object (in my case a hexagon tile) more efficient / practical than passing the new coordinates to the object and refactoring the buffers (if need be)?

  • 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
    2026-05-25T11:10:28+00:00Added an answer on May 25, 2026 at 11:10 am

    That depends on the rest of your code. It’s likely to be a negligible difference if you’re talking about the difference for a single quad, for example. The golden rule is to avoid state changes and to optimise geometry around that aim. If you have, say, 10000 tiles that you can draw in a single call to glDrawElements or glDrawArrays if you translate in your code and upload vertex locations en masse then it’s as certain as it can be that you’ll see an improvement. If you’re doing one call to glDrawElements or glDrawArrays per tile then you’re unlikely to notice any difference either way.

    So: it’s a worthwhile change if it allows you to batch more geometry together, otherwise it’s probably not going to make much odds. From my anecdotal experience, on a first generation iOS device, which had a PowerVR MBX, with a sprite-style engine, I went from the device struggling a little with a few hundred sprites to it being able to handle thousands. Batching my geometry meant that GPU/CPU synchronisation was no longer the bottleneck.

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

Sidebar

Related Questions

Using Android opengl I need to move an object from point A to point
I'm using OpenGL for Android to draw my 2D images. Whenever I draw something
I have a strange problem with opengl es(Android) .Some textures doesn't drawing correct ,its
I am using OpenGL 2.0 on the android platform (Samsung Galaxy S2). When I
I want to draw a rectangle using OPENGL in Android... Just a simple rectangle
I'm currently using OpenGL on Android to draw set width lines, which work great
I have a problem using opengl on android to draw a simple rectangle. This
I am using OpenGl in android and they have a callback method called draw
I'm using OpenGL ES on android 2.3.3 at the minute to render a simple
This is my code: package hello.project; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; import android.content.Context; import android.opengl.GLSurfaceView.Renderer;

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.