mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-25 11:18:54 +01:00
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> |
||
---|---|---|
.. | ||
command.go | ||
doc.go | ||
framebuffer.go | ||
image.go | ||
program.go | ||
shader.go | ||
texture.go |