I'm implementing GUI in OpenGL ES 2.0 to fit with my application framework's existing structure. I'd like to have the UI rendering eat as little mobile processing capacity as possible. So to confirm...
Is the following general approach standard these days, for mobile games?
Use the following for each of controls and text:
- One VBO - one
glDrawElements()call for all elements - One texture atlas (certainly just one for text, preferably just one for control backgrounds)
- Many quads batched in VBO, each quad corner having appropriate UVs to access the character or detail texture in question
- For overlapping UI "panels", turn on depth buffer & use different float depths per panel
- Modifiable textfields have their own small, separate VBO modified using
glBufferSubData()orglBufferData()(to shorten on backspace/delete) as noted here.
Please confirm / deny / correct existing points or add missing details where necessary.