I’m doing a 2D sprite animation using OpenGL ES 2.0. I see that it’s a bit tricky to constantly switch texture UV normalized coordinate buffers back and forth. I am wondering if there are other ways of achieving 2D sprite animations. Some people may ask why I’m using OpenGL ES instead of Canvas to draw sprite animations? The hardware I’m using states that if I switch to using Canvas, it automatically uses software rendering, and not hardware rendering. My aim is to use hardware rendering whenever I can. If I use software rendering, it gets pretty slow. Decent, but not good enough for me.
In immediate mode (OpenGL ES 1.1+), there’s a method that I can use to change the UV coordinates of a texture.
GLES11.glMatrixMode(GLES11.GL_TEXTURE)
However, I’m not sure of OpenGL ES 2.0’s equivalent alternative to that above.
Another method that I’m unsure of is the usage of 2-dimensional UV texture coordinates array. There may be probably some ways to use them.
One method that I’m sure I’m unable to do is 3D textures, where frame animations happen on the omega axis (w). Unfortunately, I lack the hardware to create them. I’m using a tablet for my dev environment and my testing hardware, so this isn’t feastible.
Anyone else knows about to do this?