That's a crapload of screen buffer manipulation. i'm surprised the performance is kept up well with all that excess reading, buffers and procedural atlasing going on. it's very much like a superlarge software Quake surfacecache and this could choke a tile-renderer hard.
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The requested URL /blog/2016/09/09/doom-2016-graphics-study/Â was not found on this server."The problem is the ";" thingy in the end the link..
For the lazy people