{"type":"rich","height":"190","html":"<iframe src=\"https://hatenablog-parts.com/embed?url=https%3A%2F%2Fhanecci.hatenadiary.org%2Fentry%2F20140426%2Fp1\" title=\" &quot;Reducing Rasterization Bandwidth&quot; - OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0\" class=\"embed-card embed-blogcard\" scrolling=\"no\" frameborder=\"0\" style=\"display: block; width: 100%; height: 190px; max-width: 500px; margin: 10px 0px;\"></iframe>","author_name":"hanecci","categories":["GAME_GFX"],"description":"http://bpaste.net/show/4eKogjMRhC4Y9foSTgGp/ Reducing Rasterization Bandwidth For deferred rendering, the triangle rasterizer needs to read material data from an atlas, implemented as an array texture. It appears to do the whole kaboom, three texture reads are needed at minimum in order to populate \u2026","provider_url":"https://hatena.blog","version":"1.0","image_url":null,"published":"2014-04-26 00:00:00","blog_url":"https://hanecci.hatenadiary.org/","width":"100%","url":"https://hanecci.hatenadiary.org/entry/20140426/p1","blog_title":"OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0","title":" \"Reducing Rasterization Bandwidth\"","provider_name":"Hatena Blog","author_url":"https://blog.hatena.ne.jp/hanecci/"}