I have this 2D game which currently eats up to 200k draw calls per frame. The performance is acceptable, but I want a lot more than that. I need to batch my sprite drawing, but I'm not sure what's the best way in OpenGL 3.3 (to keep compatibility with older machines).
Each individual sprite move independently almost every frame and their is a variety of textures and animations. What's the fastest way to render a lot of dynamic sprites? Should I map all my data to the GPU and update it all the time? Should I setup my data in the RAM and send it to the GPU all at once? Should I use one draw call per sprite and let the matrices apply the transformations or should I compute the transformations in a world vbo on the CPU so that they can be rendered by a single draw call?
↧