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, once 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 sample uses the drawElementsElements from ANGLE_instanced_arrays.