USE TURBOWARP!! => https://turbowarp.org/1295765069 <= Finally made a triangle filler that isn't slow :D Feel free to flick through the different demos I do plan on releasing a 3D demo using this in the future. Might be in a new project, just for the sake of keeping things clean. If you want to use it yourself, Just comment below. I haven't specifically organised anything for use yet, so what goes where might yet be unclear. By commenting, I can hopefully reply with better instructions. If enough people want this, I will separate the triangle filler to a new sprite to make it easier to backpack.
On the TurboWarp app, with warp timer off, on specifically the first run (a bit more on how this works below), I get ~1,300 triangles per frame at 30 FPS. This is at res 1, with both the Z-Buffer and Draw-Buffer being reset. NOTE: This is optimised for the TurboWarp compiler ONLY. Huge thanks to @urlocalcreator for help with the optimisation process Now, about setup. (continuation of first paragraph). The TurboWarp application seems to run it better than the in-browser version. I don't really know why This triangle filler works very well with warp timer disabled. Warp timer slows down loops (It checks for infinite/extremely long loops, and slows down the frame rate) to prevent TurboWarp from crashing. This is off by default, so it must be disabled manually (Advanced -> warp timer). Here's what I meant by "On the first run". TurboWarp "compiles" (translates) code to JavaScript, to run it faster. This happens every time the code is changed. Quick note: clicking the green flag without changing code won't recompile. I noticed that for most TurboWarp projects, there is a slight increase in FPS if this is the run straight after TurboWarp compiles. Normally this is negligible (5-10% increase). For some reason however, this triangle filler specifically benefits from a 50% boost when this is done. I can't really say if this also applies to the browser version however.