Hey Josh, I've put this back on the back-burner for now, but It would be 
great if you wanted to keep at it. Anyone else with feedback would be 
welcome as well. The glMultiDrawElements index list was a little too much 
for me to figure out at the moment. 

I'm still considering that a simple zsprite implementation might be a good 
start, since it can probably be added without breaking any backwards 
compatibility. Having a z attribute wouldn't necessarily mean that the 
batch couldn't also be ordered if desired. 


On Wednesday, November 23, 2016 at 6:51:09 PM UTC+9, Benjamin Moran wrote:
>
> I ended up subclassing VertexList, and fixed the garbage collection issue. 
> I also added a vertex_index attribute to it, so during should be faster.
>
> There are only two things left, which are:
> 1. Migration. The code is there, but I don't think it's accurate.
> 2. Handling of drawing OrderedVertexDomains with a primsize that is not 
> equal to 1. 
>
> Number 2 is important, since drawing breaks if you delete vertex lists 
> from the middle (or migrated, if that worked). I haven't had time to figure 
> out glMultiDrawElements yet, which is what we need to use I think. Maybe a 
> different type of index list is needed.
>
> Feedback is appreciated. I'm thinking that maybe it would be a good idea 
> to benchmark this implementation before spending time finishing it up. 
>
>

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