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Benchmark this with the built in graphics pipeline #1

@OmarShehata

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@OmarShehata

It would be nice to set up a version of this renderer using the traditional graphics pipeline so we can compare them with large numbers of triangles and in different scenes/setups.

You may need to implement a real color pass in the compute renderer so that it's more comparable to what the vertex/fragment shaders would be doing.

I think it's definitely going to be slower but it'd be interesting to see how much slower, and how much that depends on the amount of overdraw in the scene.

It may be nice to be able to toggle back and forth between the two rendering modes with a dropdown.

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