[solved] Does iOS support 32bit index buffers?

Discussion of issues specific to mobile platforms such as iOS, Android, Symbian and Meego.
Post Reply
simedj
Goblin
Posts: 262
Joined: Fri Nov 18, 2011 6:50 pm

[solved] Does iOS support 32bit index buffers?

Post by simedj » Wed Mar 06, 2013 5:00 pm

I can't find a clear answer to this question... what do OpenGL ES 1/2 stipulate? My code is built for D3D and GLES2 render systems so do I need to make sure each submesh is limited to 65535/3 indexed tris or was that GLES 1 only?

Any definitive online resources welcome.
Last edited by simedj on Wed Mar 06, 2013 6:25 pm, edited 1 time in total.
0 x
Looking to find experienced Ogre & shader developers/artists. PM me with a contact email address if interested.

User avatar
masterfalcon
OGRE Team Member
OGRE Team Member
Posts: 4270
Joined: Sun Feb 25, 2007 4:56 am
Location: Bloomington, MN
Contact:

Re: Does iOS support 32bit index buffers?

Post by masterfalcon » Wed Mar 06, 2013 5:19 pm

OpenGL ES itself only supports 16 bit index buffers. But iOS supports the GL_OES_element_index_uint extension that allows for 32 bit buffers. And we do support it in Ogre.
0 x

simedj
Goblin
Posts: 262
Joined: Fri Nov 18, 2011 6:50 pm

Re: Does iOS support 32bit index buffers?

Post by simedj » Wed Mar 06, 2013 5:29 pm

Does that mean that if iOS is the only GLES platform I want to support, I don't need to do anything to make 32bit indexed models work? Or is there a config/build setting I'd need to enable?
0 x
Looking to find experienced Ogre & shader developers/artists. PM me with a contact email address if interested.

User avatar
masterfalcon
OGRE Team Member
OGRE Team Member
Posts: 4270
Joined: Sun Feb 25, 2007 4:56 am
Location: Bloomington, MN
Contact:

Re: Does iOS support 32bit index buffers?

Post by masterfalcon » Wed Mar 06, 2013 6:16 pm

That's correct. The index size is pulled from the mesh and the correct options are used in the render system according to that info.
0 x

Post Reply