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Editorial Team
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Editorial Team
Asked: May 29, 20262026-05-29T10:03:25+00:00 2026-05-29T10:03:25+00:00

We are to develop a scrolling/zooming scene in OpenGL ES on Android, very much

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We are to develop a scrolling/zooming scene in OpenGL ES on Android, very much like a level in Angry Birds but more like a level in World Of Goo. More like the latter as the world will not consist of repeated layers as featured in Angry Birds but of a large image. As the scene needs to scroll/zoom and therefore a lot of it will not be visible, I was wondering about the most efficient way to implement the rendering, focusing on the environment only (ie not the objects within the world but background layers).

We will be using an orthographic projection.

The first that comes to mind is creating a large 4 vertices rectangle at world size, which has the background texture mapped to it, and translate/scale this using glTranslatef / glScalef. However, I was wondering if the non visible area outside of the screens boundaries is still being rendered by OpenGL as it is not being culled (you would lose the visible area as well as there are only 4 vertices). Therefore, would it be more efficient to subdivide this rectangle, so non visible smaller rectangles can be culled?

Another option would be creating a 4 vertice rectangle that would fill the screen, then move the background by adjusting its texture coordinates. However, I guess we would run into problems when building bigger worlds, considering the texture size limit. It seems like a nice implementation for repeated backgrounds like AngryBirds has.

Maybe there is another way..?

If someone has an idea on how it might be done in AngryBirds / World of Goo, please share as I’d love to hear. They seem to have implemented a system that allows for the world to be moved and zoomed very (WorldOfGoo = VERY) smoothly.

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  1. Editorial Team
    Editorial Team
    2026-05-29T10:03:27+00:00Added an answer on May 29, 2026 at 10:03 am

    This is probably your best bet for implementation.

    In my experience, keeping a large texture in memory is very expensive on Android. I would get quite a few OutOfMemoryError exceptions for the background texture before I moved to tiling.

    I think the biggest rendering bottleneck would be with memory transfer speeds and fill rate instead of any graphics computation.

    Edit: Check out 53:28 of this presentation from Google I/O 2009.

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