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Sign upUse instancing to make VBO data per-rectangle, not per-vertex. #145
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Doing this slightly reduces the size of our VBOs and opens the door to performing clipping in the vertex shader. With more clever optimizations, we should be able to shrink the VBO size down even further. This patch includes a fallback for OpenGL ES 2.1. Unfortunately, this fallback increases the size of the VBOs significantly. This could be mitigated in the future, though not without effort.
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Needs servo/gleam#61 |
glennw
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Jan 21, 2016
Use instancing to make VBO data per-rectangle, not per-vertex.
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pcwalton commentedJan 21, 2016
Doing this slightly reduces the size of our VBOs and opens the door to
performing clipping in the vertex shader. With more clever
optimizations, we should be able to shrink the VBO size down even
further.
This patch includes a fallback for OpenGL ES 2.1. Unfortunately, this
fallback increases the size of the VBOs significantly. This could be
mitigated in the future, though not without effort.