Metal Best Practices Guide states that
The setVertexBytes:length:atIndex: method is the best option for binding a very small amount (less than 4 KB) of dynamic buffer data to a vertex function
I believe this means that instead storing uniforms in an overly complicated manually memory managed dynamic buffer, it's best to simply update model/view/projection matrices without using any buffer at all, by using
My question is, that in this case, as there is no dynamic buffer at all (only static vertex data), what are we calling triple buffering?
Is it simply because we have a semaphore with
value: 3 left now?