Improving code

@LoopSpace - I agree, I can’t see why you’d need 1000 objects of any size.

I played with your code, and I concede, the shader is faster than a pure mesh approach. ^:)^ I hadn’t expected that, because I’ve often seen advice not to overload shaders with inputs.

@Ignatz The point of my approach is that I’m not continually updating the shader information. So I pass in a fair amount of information but then don’t touch it again. The GPU then does the calculations in parallel, rather than the CPU in series. That leads to the efficiency gain.

Hi guys, @loopspace code runs little faster than mesh. I can run it smoothy up to 600 objects stuck at 60fps, then it starts stuttering.

@ignatz when i use your discard trick on last loopspace code, then.
1/ the fps is divided by 2.
2/ i still see sprite opaque background parts.
Did i miss stg?
thanks