Abusing GPUs
I figured out we no longer have to do software rendering, the Greed Processing Units are capable of doing graphics. So I continued working on my game engine jan-kelemen/niku.
With the exception of toji/optimized-sponza asset, all other assets are from KhronosGroup/glTF-Sample-Assets.
Compressed texture formats
According to the profiling results of the gltfviewer demo, rendering is bottlenecked by the sampling of texture images.
I’ve known about this for quite some time already, though I think I can’t do much about it, since the shader cannot invent pixel values out of thin air.