I am working on a rendering problem where I want to render as many raw triangles to the screen as I can with either OpenGL or DirectX with the absolute fastest performance possible. I wondered about ...
I found that the vertex shaders are sometimes very useful, especially because they can generate geometries and extract and use a lot of informations from just 1 image. The problem is that my project ...
Is there scenarios where this is actually good practice? Or does it slow down performance? Example: //Vertex format is: //X, Y, U, V var myXYs:Vector.<Number> = new <Number>[ -1, -1, ...