Closed ultraq closed 3 years ago
Got a batch renderer working without too many restrictions on it now, so pretty happy with that. I don't know how to fit in instancing just yet as I don't really have many instances of the same thing (though every map tile could be an instance of the same 24x24 mesh with different texture coordinates and transforms for positions 🤔). I think the batch renderer will do for now - when I start having to create many of the same units/structures, particularly with different palette shifts, I might look into instancing again.
As expected, drawing each map tile and element with its own draw call is very slow 😅 Luckily, a few ideas for how to go about solving this exist, and the ones I'll need to look into include:
glDrawArraysInstanced
/glDrawElementsInstanced
, on themResources: