In the previous article on 3D point cloud for FMX, systematic memory copy when drawing primitives came out as #1 bottleneck in FMX performance when rendering millions of points. But was it just a false positive ? I hacked FMXU.Context.DX11 to eliminate the memory copies… in the most hacky way, don’t ask for code it’s…
The post
Faster 3D Point Cloud with FMX first appeared on