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  <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 …</description>
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  <provider_name>Hatena Blog</provider_name>
  <provider_url>https://hatena.blog</provider_url>
  <published>2014-04-26 00:00:00</published>
  <title> &quot;Reducing Rasterization Bandwidth&quot;</title>
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