3 ms·
> Still, I’ve been lead to understand that the instanced rendering done in this article is suboptimal on most GPUs. A better way to do it is apparently to put t
by TazeTSchnitzel 5y ago
> Still, I’ve been lead to understand that the instanced rendering done in this article is suboptimal on most GPUs. A better way to do it is apparently to put the points into a (non-vertex) buffer and do (batched) drawcalls for large numbers of vertices with a kind of manual instancing. Basically looking up what amounts to instance data using gl_VertexInput/6 and vertex data using gl_VertexIndex%6 (or 4 instead of 6 for indexes rendering).
Note that you can't do this in WebGL, at least WebGL 1.0. (Also, be careful about assuming things apply to “most” GPUs!)
- mtsr 5y agoI don't mean to be snarky, but WebGL 1.0 is 10 years old as of March. So yeah, if you need to support that there's a lot of extra work you need to do, for all kinds of things.
- TazeTSchnitzel 5y agoWebGL 2 is still not in non-preview Safari, and of course it took a long while for wide support of WebGL 1. Web graphics moves a lot slower than native graphics.