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Performance improvements are needed for layered, multi-component stims. Issue can cause frame drops and loss of timing accuracy for complex stimuli.
Performance issues seem to be especially obvious when calling multiple, distinct shaders. Maybe share a shader for non-textured objects and pass all vertices as concatenated list - e.g. add_stim method or similar to add stimuli to a shared shader that is only spun up once. Harder to see how to get around this with multiple textured stims