Is there anything more I can do for this OpenGL 4.1 core profile base design for a renderer?
- Vertex Array Objects are used grouping what it can be grouped in them for each mesh drawn.
- Vertex Buffer Objects are used for the meshes data.
- OpenGL context is 4.1 core and vertex and fragment shaders are also required to be on 410 (version).
It’s very simplistic at the moment but I wanted to find out if there’s anything else that can be done to increase efficiency in latest contexts. (thinking of it from that wide angle of general methods such as using VAOs)