November 2019
Intermediate to advanced
404 pages
12h 9m
English
Mobile applications are more often bottlenecked on draw calls than on Fill Rate. Not that Fill Rate concerns should be ignored (nothing should, ever!), but this makes it almost necessary for any mobile application of reasonable quality to implement mesh combining, batching, and atlasing techniques from the very beginning. Deferred Rendering is also the preferred technique, as it fits well with other mobile-specific concerns, such as avoiding transparency and having too many animated characters, but of course, not all mobile devices and graphics APIs support it.
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