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Type: Posts; User: GClements

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    If the vertices are vec3's rather than vec4's,...

    If the vertices are vec3's rather than vec4's, then the matrix would only be 3x4 (mat4x3, as GLSL terminology has the rows and columns flipped). I suspect that it may be even simpler than that...
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    Another option is to use transform feedback mode...

    Another option is to use transform feedback mode to capture the transformed vertices. But the likely pipeline stall from copying the data back to CPU memory may well make this approach slower overall...
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    FWIW, you can draw a tile map as a single large...

    FWIW, you can draw a tile map as a single large quad (pair of triangles), with the fragment shader dividing the pixel coordinates by the tile size to obtain the tile indices (quotient) and the offset...
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    mhagain gave you a third option (instancing). A...

    mhagain gave you a third option (instancing). A fourth option is to send each sprite as a point and use a geometry shader to convert each point to a pair of triangles.

    Option 1 is feasible, but...
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