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[OpenGL] Optionally use UBOs for everything #708

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RobDangerous opened this issue May 28, 2022 · 0 comments
Open

[OpenGL] Optionally use UBOs for everything #708

RobDangerous opened this issue May 28, 2022 · 0 comments

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@RobDangerous
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On some or even all platforms UBOs allow more data than plain uniforms do (we looked it up and I think it was typically something like three times as much but I'm not sure anymore) but sadly ES 2 doesn't support UBOs - so we will have to output two shaders to provide backwards compatibility.

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