Enhancing Molecules Using OpenGL ES 2.0
sunsetlakesoftware.com
sunsetlakesoftware.com
Also, there's one easy to overlook small paragraph that nonetheless caught my eye about how GCD was used to massively, and in an automatically scalable manner, improve performance.
Either way, my guess is that that wouldn’t make much difference to performance, since the expensive part is actually computing and drawing all the little textures.
Execution flow looks like:
1. application renders a list of points
2. those points are transformed by the Vertex Shader
3. the output of [2] is fed into the Geometry Shader.
(and the output of [3] is additional geometry, created "on the fly", which is then rasterized.)
As a simple example, a geometry shader could turn each point into a square. For each input point, it outputs the four corners of the square: [[ptX-1,ptY-1] [ptX+1,ptY-1] [ptX+1,ptY+1] [ptX-1,ptY+1]]
But yeah that's not coming to GLES anytime soon.
I don't think opengl es has quads so he's using two polygons per square running the vertex shaders 4 times per square.
But the difference is probably real small that I might be useless optimization. Was just an idea as I was reading the first part of the post.