I hope someone could shred some light on my agal question:
I have a 64x64 fixed size texture. The uv and vertex are fixed as well.
Now I need to move it in a 2D stage.
The current way I’m using is to compute and upload a new vertex every time drawing triangles from this texture.
I’ve found VertexBuffer3D.uploadFromByteArray takes significant time to process.
I believe there must be smarter ways to do this in agal.
Can I pass the x, y offset in constant registers for Vertex Shade, and compute the vertex size in agal?
If this is possible, how can I do it?
Upload your geometry once and then multiply each vertex by your Model-View-Perspective matrix in the vertex shader. The matrix can be passed to the vertex shader in the constant register (beware that one 4x4 matrix takes 4 constant registers). Here`s a nice example of this.