Not if each zombie will be rendered as a single object. If you dynamically batch them into a VBO, then maybe yes. But that might cause other problems with alpha and such…
Okay well that wouldn’t be a good idea
Just had a brain fart and worked out how to use my own shaders in libgdx without having to unbind and bind
CODE
ShaderProgram shader = GameWindow.getDefaultShader();
shader.begin();
mesh.bind(shader);
{
int count = mesh.getMaxIndices();
ShortBuffer buffer = mesh.getIndicesBuffer();
ground.getRenderableModel().getTextureModel().getTexture().bind(0);
shader.setUniformi(Utils.TEXTURE0_UNIFORM, 0);
shader.setUniformMatrix(Utils.TRANSFORM_UNIFORM, ground.getRenderableModel().getTextureModel().getModel().getTransform().getTransformationMatrix());
shader.setUniformMatrix(Utils.COMBINED_UNIFORM, camera.combined);
shader.setUniformi(Utils.ENABLETEXTURE_UNIFORM, 1); // Uses Texture
shader.setUniformf(Utils.COLOUR_UNIFORM, 1,1,1,1);
Gdx.gl20.glDrawElements(GL20.GL_TRIANGLES, count, GL20.GL_UNSIGNED_SHORT, 0);
}
mesh.unbind(shader);
shader.end();
IMAGE