I'm curious, what's the problem with fpc and loops? Also, from my OpenGL
experience the limiting factor in speed (frames per second) is usually the
pixel complexity and not whatever method is used to feed vertex data or
shader uniforms.

Wet rock example: http://glslsandbox.com/e#20806.1
_______________________________________________
fpc-pascal maillist  -  fpc-pascal@lists.freepascal.org
http://lists.freepascal.org/cgi-bin/mailman/listinfo/fpc-pascal

Reply via email to