From 1e9348b13824df8c2052c7a84563f7659d27cde1 Mon Sep 17 00:00:00 2001 From: "Yevhen Babiichuk (DustDFG)" Date: Fri, 22 Nov 2024 18:26:30 +0200 Subject: [PATCH] Delete mention of OpenGL ES 2 --- tutorials/performance/using_multimesh.rst | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/tutorials/performance/using_multimesh.rst b/tutorials/performance/using_multimesh.rst index 9e9d355ad16..b48e8cd0d49 100644 --- a/tutorials/performance/using_multimesh.rst +++ b/tutorials/performance/using_multimesh.rst @@ -17,8 +17,7 @@ MultiMeshes ----------- A :ref:`MultiMesh` is a single draw primitive that can draw up to millions -of objects in one go. It's extremely efficient because it uses the GPU hardware to do this -(in OpenGL ES 2.0, it's less efficient because there is no hardware support for it, though). +of objects in one go. It's extremely efficient because it uses the GPU hardware to do this. The only drawback is that there is no *screen* or *frustum* culling possible for individual instances. This means, that millions of objects will be *always* or *never* drawn, depending on the visibility