View Full Version : Optimal VBO array formats in OpenGL ES
12-15-2010, 03:23 AM I'm trying to find information about what
vertex array formats to use for VBOs in OpenGL ES for mobile
systems, to get optimal performance (I need 2D short/float
vertex coordinates and 2D float texture coordinates).  I'm a bit
confused: buffer memory is potentially allocated in video memory
for direct GPU access, but the actual array format of the data
is not known to GL until glDrawElements is called (after the
data has already been uploaded with glBufferData).  What happens
if the array format is not supported in HW? Will another,
temporary buffer be allocated and a conversion be made?