GL|Performance: DGL batches draw calls when possible
DGL is the OpenGL 1 emulation layer used by the “classic” renderer and the game-side graphics code.
To reduce the number of draw calls per frame, DGL now collects primitives, bound textures, and other state into buffers and makes draw calls for larger sets of data.
Internal DGL usage was cleaned up so that buffered draws can be flushed when appropriate (e.g., manipulating GL state only via the DGL functions).
Game font rendering was cleaned up and improved to reduce the need to switch blending modes during the drawing of characters, facilitating draw batching.
GL|Performance: DGL batches draw calls when possible
DGL is the OpenGL 1 emulation layer used by the “classic” renderer and the game-side graphics code.
To reduce the number of draw calls per frame, DGL now collects primitives, bound textures, and other state into buffers and makes draw calls for larger sets of data.
Internal DGL usage was cleaned up so that buffered draws can be flushed when appropriate (e.g., manipulating GL state only via the DGL functions).
Game font rendering was cleaned up and improved to reduce the need to switch blending modes during the drawing of characters, facilitating draw batching.