[x] Version 2 will feature better support for explicit batching, as it allows the appension of meshes together. Writing a function to merge multiple gfx.Object then becomes somewhat trivial.
Future (Dynamic Batching)
[ ] Dynamic batching can be implemented in a new sub-package (e.g. gfx/batch).
Dynamic batching will effectively be giving a so-called 'Batcher' a bunch of arbitrary gfx.Object with different shaders, textures, meshes with large and small numbers of polygons alike, etc and having it just "figure it out" in the best way it can (on it's own).
Explicit batching will always be faster because it has no analysis overhead, and it doesn't have to guess at what the right choice is. Bt as mentioned in the previous issue #19 -- is not always possible, and these situations are where dynamic batching would excel.
Version 2
gfx.Object
then becomes somewhat trivial.Future (Dynamic Batching)
gfx/batch
).Dynamic batching will effectively be giving a so-called 'Batcher' a bunch of arbitrary
gfx.Object
with different shaders, textures, meshes with large and small numbers of polygons alike, etc and having it just "figure it out" in the best way it can (on it's own).Explicit batching will always be faster because it has no analysis overhead, and it doesn't have to guess at what the right choice is. Bt as mentioned in the previous issue #19 -- is not always possible, and these situations are where dynamic batching would excel.