That's again one less write access to the buffer. The uniform method was chosen because this way a buffer update can be completely avoided, and setting a single uniform is a lot cheaper and simpler to handle. |
||
|---|---|---|
| .. | ||
| d3d | ||
| glsl | ||
That's again one less write access to the buffer. The uniform method was chosen because this way a buffer update can be completely avoided, and setting a single uniform is a lot cheaper and simpler to handle. |
||
|---|---|---|
| .. | ||
| d3d | ||
| glsl | ||