> 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?
>

You'd be better off if you perform transformation on CPU side, transforming 
400 or even a 1000 vertices per frame will cost you 1-2ms tops, also 
rendering calls aren't that expensive if they are not accompanied by render 
state change (things like program, texture, FBO, blend state) so render 
call batching may not be even necessary in your case.

--
Bart

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