Graphics Reference
In-Depth Information
120
Regular blending (nexus 7)
Tiled defered blending (nexus 7)
90
60
30
0
8
16
24
Blended Layer Count
32
40
40
Regular blending (iPhone 4S)
Tiled defered blending (iPhone 4S)
30
20
10
0
8
16
24
Blended Layer Count
32
40
Figure 5.6. Comparing rendering time for tiled deferred blending and simple blending
for Nexus 7 (top) and iPone 4S (bottom).
5.6 Conclusion
This chapter has presented a technique based on tile bucketing to reduce the
memory bandwidth consumed by blending operations.
This technique is not a “one solution fits all” and should not be used blindly.
For example, we would not recommend using it to render all your particle systems,
as it would quickly become too expensive when the number of particles increases.
However, a hybrid approach combining regular blending for small sprites and
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