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Home > Developing OpenGL ES Applications > Recommendations and best practices > Data precision |
You can save both memory space and bandwidth by minimizing the amount of data that is passed through the OpenGL ES API. Use shorter, lower precision data when possible, and avoid using floats and other 32-bit data types unless absolutely necessary. For example, where possible:
define
vertex positions using GL_SHORT
define surface normals using GL_BYTE
define colors using GL_UNSIGNED_BYTE
.