As I did not find success in drawing multiple triangles with different matrices for each, for now I am stuck with transforming vertices on CPU and use a shader without matrix transformation..
Help will be greatly appreciated !
Here is my current shader :
attribute vec2 vertices;
attribute vec2 textureUvs;
varying vec2 textureUv;
void main()
{
gl_Position = vec4(vertices,0.0,1.0);
textureUv = textureUvs;
};
It works very well except that all vertices are transformed by the CPU before calling OpenGL drawArray(),I suppose that I will get better performance if I can send each triangles matrix and let OpenGL compute vertices.
And here is the draw call :
public final static void drawTexture(FloatBuffer vertices, FloatBuffer textureUvs, int textureHandle, int count, boolean triangleFan)
{
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle);
GLES20.glUseProgram(progTexture);
GLES20.glEnableVertexAttribArray(progTextureVertices);
GLES20.glVertexAttribPointer(progTextureVertices, 2, GLES20.GL_FLOAT, false, 2*Float.BYTES, vertices);
GLES20.glEnableVertexAttribArray(progTextureUvs);
GLES20.glVertexAttribPointer(progTextureUvs, 2, GLES20.GL_FLOAT, false, 2*Float.BYTES, textureUvs);
if(triangleFan)
{
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, 4 * count); //Faster 10%
}
else
{
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 6 * count);
}
GLES20.glDisableVertexAttribArray(progTextureVertices);
GLES20.glDisableVertexAttribArray(progTextureUvs);
}
Note that it is a Sprite renderer that's why I used only 2d vertices.