Wasted data for ring systems
ajtribick opened this issue · comments
ajtribick commented
We create buffers/vertex objects for every new object rendered that has a ring system, which are never freed. This seems rather wasteful and could relatively easily be optimized. We actually only have 4 distinct resolutions, so we can define the vertices once per resolution for all ring systems, and pass the inner and outer radii as uniforms to the shader.