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Implemented splitting of vertex positions and attributes in the vertex buffer Positions are sequential at the start of the buffer, followed by the additional attributes which are interleaved Made a project setting which enables/disabled the buffer formatting throughout the project Implemented in both GLES2 and GLES3 This improves performance particularly on tile-based GPUs as well as cache performance for something like shadow mapping which only needs position data Updated Docs and Project Setting
53 KiB
53 KiB