Home › Forums › PowerVR Insider Graphics › glDrawElements with GL_UNSIGNED_BYTE
This topic contains 0 replies, has 1 voice, and was last updated by stevehaggerty 7 years, 2 months ago.
In order to reduce the vertex bandwidth in our title, I check to see if the number of indices in a vertex buffer is < 256. If so, I create a VBO with byte indices.
When it comes to rendering, I check the number of indices, if < 256 I use:
otherwise I use:
This reduction of bandwidth actually reduces my framerate by about 5%! 🙁
Are the byte elements getting converted to shorts in the driver or something?