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The VGA memory is always the bottleneck. The normal mapping and specular is absolutely destroying the framerate, not from the fragment shader but from the dirtying of the framebuffer.
Meanwhile I try to implement per-line draw, instead of per-color draw. To prevent color tearing in favor of screen tearing. It's slower though, by quite a bit, having to change the color plane every horizontal line draw. This is even fairly optimized code.
I got the idea of playing with interlacing, and inserted a bug where dirty pixels never get updated because they were on the off-frame, but that's just extra performance if you consider it a glitchy aesthetic choice.
What do you think of the interlacing style? It really does help the FPS.