@kine said:
I mean, can I send once them true VBO and animate them trough shader ? It would dramatically improve performances.
I wouldn’t count on that IMO, The bottleneck on most android devices is clearly the GPUA “Graphics Processing Unit” is a specialized circuit designed to rapidly manipulate and alter memory in such a way so as to accelerate the building of images in a frame buffer intended for output to a display. GPUs are used in embedded systems, mobile phones, personal computers, workstations, and game consoles. power.
However the CPU is quite powerful, so i think it’s better keeping software animation rather than hardware.
Jme3 does use VBOs (at least when it’s supported on the device, else there is a vertexArray fallback) but animation is done on the CPU.
But what are you looking for here? You want to know how Jme does it to do the same for your hand made engine? or you want to know about Jme3 to use it.
In the first case , i’d say go ahead and look at Jme’s code, it’s open source.
In the second case i’d say, forget about this, the engine handles it, you don’t have to bother with opengl stuffs to make things work.
For the skybox problem it’s that dds format is not supported on android (afaik in 2.2 at least), you have to use 6 images to have a working skybox on android.