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  • Jasper St. Pierre's avatar
    gdkgl: Texture quads in one giant draw call · c01e37a9
    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.
    c01e37a9