Graphics Reference
In-Depth Information
Figure 5.1. Cloud level transitions in AfterBurnerClimax (iOS).
nique is essentially the application of the “use multi-texturing instead of multiple
passes” [Apple 13b] recommendation to the blending problem.
While being a natural fit for rendering particle systems, this method is generic
enough to be used for rendering any combination of transparent textured quads
(e.g., sprites, interface elements). The main goal of the technique is to optimize
memory bandwidth consumed by blending operations, but it also provides a good
opportunity to reduce the number of batches sent to the GPU.
In the following sections, we will briefly outline the algorithm before peeking
into more details about its implementation. This will be followed by a section
focusing on some optimizations and we will end with a discussion around the
results obtained with the proposed solution.
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