Good Afternoon,
I have a quick question regarding the performance of rendering a texture(sprite) say Super Mario where some pixels have an alpha value = 0.
Is it quicker performance wise to render such a texture with the original alpha value = 0 or to use color keying in the fragment shader and discarding say color vec4(0,1,1,1) to arrive at the same transperancy effect.
Thanks again for your time,
Mike