Performance Tuning on iPhone

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    I have a series of low poly meshes (~20 triangles each, 100 of them on the screen at a time). They are not interconnected, so drawing them all at one time with GL_TRIANGLE_STRIP is not an option. My two options as I see it are to either put all 100 meshes’ vertex, normal, and color data into a big interleaved array and draw them using one DrawElements() call using GL_TRIANGLES. Alternatively, I can construct a strip-ordered interleaved array for each mesh, and draw them one at a time in a for loop, calling DrawElements() 100 times using GL_TRIANGLE_STRIP. Which one is faster on the iPhone?
    demione2010-02-28 21:13:18

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