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delay text rendering until end of frame which renders ALL text in one draw call
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@@ -1,5 +1,6 @@
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- maybe force the window to be a specific resolution
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- border decorations for shapes
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- "premade" (but also customizable) ui elements (buttons, text boxes, etc) with instanced rendering
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- maybe force the window to be a specific resolution (for cudoku only? or all games?)
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- border decorations for shapes (maybe. or maybe only for ui elements)
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- remove the hardcoded 1920 and 1080 values when applying relative pixel constraints
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and replace them with the screen's currently active resolution
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@@ -28,17 +29,3 @@ text rendering improvements
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instances of text in one draw call without exceeding any buffer limits. Of course this does mean that if we were to support
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unicode we'd have to make the uniform array bigger and its size dynamic. So unicode is dropped for now
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text tests / iGPU / Non-instaned rendering
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- 10 texts / 72 font size
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0.8-0.9ms per frame (1200-1300fps)
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- 100 texts / 48 font size
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1.2-1.3ms per frame (770-830fps)
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- 1000 texts / 28 font size
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9-9.5ms per frame (105-110fps)
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- 10000 texts / 9 font size
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80-85ms per frame (12-13fps)
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