摘要
在嵌入式系统中使用OpenGL ES进行渲染工作,往往会受限于纹理渲染帧率。为了提高帧率,业内已有一些改进的方法,如VBO、PBO、压缩纹理等。从影响OpenGL ES渲染速率较大的2个API(glDraw^(*),glTexImage2D)入手,提出多纹理单元与Sprite Widget 2种Batch Rendering方法,并附有测试数据,验证了这2种方法在帧率提升方面具有较好效果。
When using OpenGL ES for rendering in embedded systems,the frame rate of texture rendering is often limited.In order to improve the frame rate,there have been some improved methods in the industry,such as VBO,PBO,compressed textures,etc.Starting from the two APIs(glDraw^(*),glTexImage2D)that have a significant impact on the rendering speed of OpenGL ES,this paper proposes two batch rendering methods:multi texture unit and Sprite Widget,and provides test data to verify that these two methods have good results in frame rate improvement.
作者
付振宇
FU Zhenyu(HASCO Vision Technology Co.,Ltd.,Shanghai 200000,China)
出处
《自动化应用》
2024年第14期232-236,共5页
Automation Application