# Performance Tuning on iPhone

**URL:** <https://forums.imgtec.com/t/performance-tuning-on-iphone/618>\
**Category:** PowerVR Insider\
**Created:** [February 28, 2010, 7:58pm UTC](https://forums.imgtec.com/t/performance-tuning-on-iphone/618 "2010-02-28T19:58:35Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![demione](https://avatars.discourse-cdn.com/v4/letter/d/ba9def/32.png) [@demione](https://forums.imgtec.com/u/demione)\
**Post date:** [February 28, 2010, 7:58pm UTC](https://forums.imgtec.com/t/performance-tuning-on-iphone/618/1 "2010-02-28T19:58:35Z")

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I have a series of low poly meshes (~20 triangles each, 100 of them on the screen at a time). They are not interconnected, so drawing them all at one time with GL\_TRIANGLE\_STRIP is not an option. My two options as I see it are to either put all 100 meshes' vertex, normal, and color data into a big interleaved array and draw them using one DrawElements() call using GL\_TRIANGLES. Alternatively, I can construct a strip-ordered interleaved array for each mesh, and draw them one at a time in a for loop, calling DrawElements() 100 times using GL\_TRIANGLE\_STRIP. Which one is faster on the iPhone?  
demione2010-02-28 21:13:18
