Graphics Reference
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tiled deferred blending for those covering a screen area above a given threshold,
`ala contribution culling , could show some substantial gains.
Actually, the technique only works for screen-aligned quads, but, by passing
depth information to the GPU, it could be extended to support arbitrary oriented
sprites with perspective correct interpolation of the texture coordinates (at the
price of using dependent texture fetches).
It is my hope that this technique will serve others in developing better looking
effects while achieving their target performance on all devices.
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