@cmuratori Like, everything (at least in OpenGL) still requires going through an interleaving path, AFAICT, but I don't really get why.
@Simon_Fe1 @webmarco Thinking about this based on @nothings discussion, it lead me to realize something else I hadn't thought about...
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@Simon_Fe1@webmarco@nothings ... which is that if you have "dependent" texture reads (rgb not read if a is zero) ... -
@Simon_Fe1@webmarco@nothings ... it might be a performance improvement to split the dependent part into another texture. - Show replies
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