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Regular Triangle Spin

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Perfomance test of regular triangles spinning. Which is faster_ Two translation() and three vertex() calls or one beefy triangle() call with six cos/sin calls? float outerR = len/(2*sqrt(3)); triangle( x + outerR*cos(angle), y + outerR*sin(angle), x + outerR*cos(angle + 2*THIRD_PI), y + outerR*sin(angle + 2*THIRD_PI), x + outerR*cos(angle + 4*THIRD_PI), y + outerR*sin(angle + 4*THIRD_PI) ); It get a higher framerate with the vertex solution, so that is probably faster.
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