dukeeeey
dukeeeey
I finally got around to testing the quad code. Seems fine. I haven't noticed any rendering artifacts. Runs the same speed on my nvidia card. But nice to not need...
The black around the edges is where the discard statement is being triggered. This is related to the area calculations, either in the fragment shader or possibly the geometry shader....
I'm happy for the patch to be pushed. It seemed to work well when I tested here. With regards to intel, it might not be NaN or Inf values. it...
The code is correct. The issue is the driver is missing functions that are part of the spec.
You should really file a bug report with whomever wrote the gl driver. The version is set to #120 which means a compliant driver should support it since it's part...
The quad renderer won't work on apple. Also needs a compatibility profile which is also unsupported by apple. No idea how it performs on amd hw
I would like this as the default but I think AMD users will cry :p
I think it's just the geometry shader that helps nuke the performance. Geometry shader is usually fast on intel because it's all done on the cpu. There is no round...
Unordered map isn't automatically faster. The implementation is usually some form of hash table so will likely allocate a good chunk of memory. For smaller tables just a regular map...
For maps it depends on the use case. If you create an unordered map inside a function call and it only lives for the duration of the function call there...