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Comment by PoignardAzur

4 days ago

> A notable feature of MLT is the storage of pre-tessellated polygon meshes directly within the file. This approach allows the computationally intensive triangulation step during runtime (online tessellation), often considered a major bottleneck in modern GPU-based map rendering, to be offloaded to the tile generation phase (offline tessellation). This is accomplished by utilizing an additional IndexBuffer stream that stores the triangle indices of polygons, along with an optional Triangles stream when a complete reconstruction of the features is necessary.

Given the emergence of GPUs vector renderers like Vello and Rive, I wonder if this the best format choice for the long term?