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good practices: classes, createTexturedQuad utils ? #897

Answered by robertosfield
brunorzn asked this question in Q&A
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It has occurred to me that a glAlphaFunc/osg::AlphaFunc usage in the OSG might reason why specific types of OSG applications might outperform a VSG application that didn't realize that this would need to be handled in shares in the VSG.

If the VSG app doesn't implement the equivalent of AlphaFunc discard in the fragment shader then the VSG will require more writing to the frame buffer and potentially more blending operations so would have a high fill rate burden than it would with a discard.

The built-in flat shaded, phong and pbr ShaderSet's all have this alpha func support, but if you application doesn't use these then you'd need to implement something equivalent:

https://github.com/vsg…

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