diff --git a/Display.md b/Display.md index c908ecf..feb4f22 100644 --- a/Display.md +++ b/Display.md @@ -7,4 +7,8 @@ Right now, we're drawing all the spheres in a single fragment shader. For each p ## Performance limits * **Array size.** As of commit `a34fd0f`, the SPHERE_MAX array size seems to affect frame rate a lot, even though we should only be using the first few elements of each array. Not sure whether this is coming from a depth-sorting bug, a memory handling detail, or something else. -* **Shader variables.** Browsers seem to limit the number of variables that fragment shaders can store. For example, see this [vulnerability report](https://issues.chromium.org/issues/40067239) and [code review](https://chromium-review.googlesource.com/c/angle/angle/+/4503753) for Chromium. This limit doesn't seem to be part of the OpenGL standard, so it's hard to pin down. \ No newline at end of file +* **Shader variables.** Browsers seem to limit the number of variables that fragment shaders can store. For example, see this [vulnerability report](https://issues.chromium.org/issues/40067239) and [code review](https://chromium-review.googlesource.com/c/angle/angle/+/4503753) for Chromium. This limit doesn't seem to be part of the OpenGL standard, so it's hard to pin down. + +## References + +[This tutorial](https://jamie-wong.com/2016/07/06/metaballs-and-webgl) on metaballs describes various ways to pass object data into a fragment shader that draws many objects. \ No newline at end of file