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Type: Posts; User: mhagain

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    Rotating an AABB and deriving a new one is going...

    Rotating an AABB and deriving a new one is going to be considerably more work than transforming 4 verts for a sprite, although as a trade off it would let you keep the data static.

    On the other...
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    Approach 3 would be to use instancing...

    Approach 3 would be to use instancing; this would allow you to have one matrix per sprite but have it available as vertex attribs. Be aware though that in terms of performance there's not a huge...
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    The way you seem to be doing this is you have a...

    The way you seem to be doing this is you have a single buffer, sized for one sprite, and you make 3000 glBufferSubData calls per frame. Alternatively each sprite may have it's own buffer so you now...
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