This implementation is also heaps better than the old one as it doesn't use a (differently sized) aux texture, meaning the Bitmap discards its old texture and aquires one of same size, making reuse through the TexPool a lot more likely. It also saves on the aux texture blits and binding switches. As the setup / resource acquisition far outweighs the actual rendering cost, operation time is relatively constant no matter how many divisions are used. |
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|---|---|---|
| .. | ||
| bitmapBlit.frag | ||
| flashMap.frag | ||
| hue.frag | ||
| plane.frag | ||
| simple.frag | ||
| simple.vert | ||
| simpleAlpha.frag | ||
| simpleColor.frag | ||
| simpleColor.vert | ||
| simpleMatrix.vert | ||
| sprite.frag | ||
| sprite.vert | ||
| trans.frag | ||
| transSimple.frag | ||