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Jasper St. Pierre authored
This requires us to use GL_TRIANGLES and six verts per quad instead of four, which makes me think it might not be worth it on well-optimized GL drivers. However, from talking to some driver developers about it, the GL_TRIANGLES should be faster, since this means that there's one giant contiguous buffer instead of many small buffers. If we were really rendering a lot of quads, I'd use an element buffer and GL_PRIMITIVE_RESTART, but we're really not ever rendering that many quads, and the setup cost for that would just be too annoying.
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