both aint super fast
your best bet would be
A/to update the rotated texcoords or verts on the cpu + send them to be drawn
B/do the rotation in the vert shader
i thought that too, but then considered he might be talking about drawing 600,000 of these hypothetical quads - maybe billboarded or something. If so, a modelview matrix change for each quad becomes an issue.
Love these one-liner responses.
If you use a shader to simplify, then it doesn’t matter much whether you use it to rotate the quad or its texture coords.