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by sysrpl
1371 days ago
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Well first of you get infinite smoothness and better lighting (and reflections if you add them) because there is no underlying geometry. It's just math. It's also much faster, as you're only giving the GPU four vertices defining the square. This can even be sped up further by using point sprites which consume only one vertex. |
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Furthermore, depending on the GPU and the exact workload, it can be that vertex and fragment shading can run in parallel. In that case, it is better to spread the load over both, instead of letting the fragment shaders do everything.
The same goes for texturing. Instead of calculating most of the ball's color pattern in the fragment shader, and only using texture lookups for the number itself, if you just have a texture covering the whole ball, you basically offload a lot of computation to the texture units.
That said, for a pool game where the balls are one of the most important items on the screen, it's probably worth it to get the perfect smoothness and lighting, as you mentioned.