Faster 3D Point Cloud with FMX
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 not re-useable 🙂 (more…)