3 ms·
The bit about optimizing his blit shader surprised me (as a 20+ year graphics dev) - the few extra multiply-adds should be virtually free on most architectures
by aappleby 5y ago
The bit about optimizing his blit shader surprised me (as a 20+ year graphics dev) - the few extra multiply-adds should be virtually free on most architectures as that small a shader would generally be ROP-limited.
- aappleby 5y agoOh and yeah the remaining glBufferData would def be on my fix-next list. Unless the tilemap changes dynamically, all those tile triangles should be grouped into chunks in one "vertex atlas" and their screen position controlled by one uniform per chunk.