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* Optimise full_screen_draw Get rid of the vertex buffer entirely, in favour of indexing vertex positions from an array within the vertex shader. Before this patch full_screen_draw is taking 18% of my frametime (mostly in creating and destroying the vertex buffer many times per from). After the patch it is reduced to 5%. Note that my app is very heavy on post-process effects - I expect the majority of apps will not see quite such a major difference. * move the empty VAO bind into full_screen_draw
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