Unlike desktop opengl 3, there is no geometry shaders in OpenGL ES 3.
Drawing fonts, billboards etc. get u a lot of headache.
with GL_QUADS draw them in just 1 glDrawArrays.
Geometry shaders need a huge hardware efforts, so there a reason it isn’t and won’t be in OpenGL ES. Quads are a headache for both the driver and the hardware, so why do you need them? What’s about using triangles + instancing quads?
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