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Investigate GLSL optimizer #34
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@gbeatty looked into this shader optimizer for Cesium. For our shaders, which are mostly hand-coded, it did not improve rendering performance on desktop or Android (Tegra 3 and Mali-400 MP). It also had issues with initializing For glTF, this could be a useful option if the source shaders (from ColladaFX, for example) are not carefully written and to improve mobile compile times; however, we should not do this by default and I would consider this a low priority even post glTF 1.0. |
Moving to gltf-pipeline so it is useful to all exporters/converters, see CesiumGS/gltf-pipeline#1. |
…ta-v2.14 EXT_mesh_features: Additional clarification that VECN and MATN are numeric
I added a new github label for stages in an optimization pipeline that would be part of the converter and standalone as we discussed.
This issue is to investigate integrating a GLSL optimizer - https://github.com/aras-p/glsl-optimizer
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