These samples attempt to draw as many 32x32 images as possible at 60 frames a second using various techniques.
Before running these tests you should turn off as many other programs as you can
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This sample uses the standard drawElements function call, ones for each image quad.
This sample puts all images quads in a large buffer. The positions of each image are updated in JavaScript and then sent to the GPU with a call to BufferData.
This is the same as "Lots O Images - BufferData" above except blending is turned off since blending is expensive for the GPU.