Exophase
Nothing good will ever come of Exophase.
dflemstr said:Not in practice, because GLSL::discard is too slow on the SGX iirc (someone made a post about this a couple of months ago). You shouldn't use it, ever. It's faster to just return alpha=0 and use ARGB textures.JayFoxRox said:You can discard pixels which don't belong the sphere in the pixelshader.
I don't think this is actually the same. Correct me if I'm wrong, but the way I understand things to work an entire primitive has depth update on or off; it can't work per-pixel. Meaning that if you have a primitive that's only partially transparent you either end up with the opaque parts not updating depth or the transparent parts updating depth, either of which will cause render order problems unless you sort the primitives.
What I don't understand is why discard seems to blow performance for the entire scene, even if it's only being used for a few fragments. I'd think that at worst it should only hurt the tiles it's used in.
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