4 ms·
There is no useful subset that doesn't have the same problem (see my longer response). We did an investigation back when making O3D (before WebGL) if there was
by tokyodude 8y ago
There is no useful subset that doesn't have the same problem (see my longer response). We did an investigation back when making O3D (before WebGL) if there was a smaller subset that was both performant and didn't have the issue. The answer was no. It does not require shaders to trigger the GPU issue mentioned in my other comment and there's no performant way to check if geometry submitted to some fixed pipeline is going to trigger the "too long" issue or not.