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by quadcore
1511 days ago
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Pretty sure overdraw / fillrate bottlenecks before vertex processing. Also you could draw that quad using strips which would then amount for only one more processed vertex compared to triangle. Edit: okay surely with modern architecture there is no pixel write because of some early alpha cut but you still have to fetch the texture to make it so texture fetch (memory) will bottleneck first. I guess. |
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If by alpha cut you mean "discard", that's going to be much slower than two triangles. Two triangles will have a tiny bit of quad overshading on the seam, compared to a full extra triangle's worth in the alpha cut case.