The article actually talks about a minimum of 24 (according to the 
specification). But your problem is still there, there is a limit and you 
cannot go crazy with hundreds of sprites. I think you should find a way to 
split that task under the hood. Let your SpriteBatcher draw multiple 
batches of 24-something sprites at a time.


On Friday, February 15, 2013 6:50:27 AM UTC-6, reaktor24 wrote:
>
> Hi. I am reading the book by Mario Zechner and am on Chapter 8 which 
> discusses Sprite Batching. It is relatively straight forward when dealing 
> with OpenGL 1.1 but I am trying to write the code using shaders and OpenGL 
> 2. I am quite confused though as the matrix needs to be updated for the 
> positions and sent to the shader but his code doesn't deal with shaders and 
> I am not getting anything appearing on the screen. Something isn't right. I 
> read on this page that you should send an array of matrices to the shader 
> at each update:
>  
> http://antonholmquist.com/blog/sprite-batching-opengl-es-2-0/
>  
> But this means you can only send a maximum of 24 sprite positions with 
> each update. That isn't good enough. Mario's code is sending 100 sprites 
> every frame, not 24. Surely it should be easier under OpenGL 2 and not more 
> complicated. Anyone got any advice?
>  
> Steve
>

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