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0b7ba8e573
Handling GeoM projection on CPU may seem like a weird choice, given how fast GPU is, but it pays off: * You only have to do a very small subset of the actual matrix multiply. * You don't have to construct a matrix in the vertex shader. * Six fewer float32 values per vertex. * You do still have to do the matrix computation for each vertex, though. Signed-off-by: Seebs <seebs@seebs.net> |
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command.go | ||
doc.go | ||
framebuffer.go | ||
image.go | ||
program.go | ||
shader.go | ||
texture.go |