Hello
Using WebGL 1 (OpenGL ES 2.0), I am making a particle pool with spritesheet animations with gl.POINTS
. When necessary, the points are called to specific positions by the application, finish their lifetime and then disappear, becoming ready to be called again to a different position in the future.
My question is: What is the better way to make the point disappear?
-
discard
in Fragment Shader based on some attribute - Move vertex outside of clip space, like
gl_Position = vec4(1,1,1,0);
Which method is more efficient? Or maybe there is a better one?
Im not really sure how either of these two affects the pipeline/GPU, so Im humbly asking for help