I was evaluating JME and I realized that it’s using FloatBuffer for Vertex Color and texture.
Is it efficient?
Wouldn’t unsigned_buffer (32 bit RBGA) be more efficient? (for exemple, to upload the data)
I read somewhere that the graphics card usually transform internally 32bit RGBA in a 4 floats, is it the reason why using directly float for RGBA is faster? is [ upload float RGBA ] is faster than [ upload unsigned byte RGBA + processing to floats on the card] ?
Thanks for your response!