I’m going to give a presentation on how to draw 2D graphics efficiently in 2018 and it’ll just be one slide: “Use the Z-buffer”
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For the opaque content pass, would you still do occlusion culling for rects using an r-tree, quadtree or some other acceleration structure? 3D engines do object level occlusion culling to reduce overdraw. i.e. using the camera transformed BVH AABB to avoid redundant draw calls.
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We tried that but it’s rarely worth it, because usually anything that increases CPU time loses.
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Quite a bit of work gets done before you get to z-cull near the end of the pipe, which has to be done per pixel. Sure it can save running the fragment shader but you still need to rasterise the quad/triangle. I guess it depends a lot on object size.
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