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I don't know which platform you're working on, but on most modern platforms, all culling and clipping happens after vertex transformations, but before fragment shading. You can do some custom pre-culling, and not issue draw commands for objects you know won't be visible, but once you ask some triangles to be drawn, it's not until you apply view and ...


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Here are some answers to your questions: 1) If you want your sprite sheet to be compressed (which will reduce memory usage, at the cost of some quality), you will want it to be a power of two. If you are going to do completely uncompressed textures, then any size is OK. My recommendation is to stick with the power of 2, since that gives you the flexibility ...


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It's all about tradeoffs. But first, occlusion culling is to hide what is being hidden by other objects, not what falls outside the viewing frustum. What you described is called frustrum culling. Sure, you can do that and only request to draw polygons that you will see, but those calculations, along with the time required to update the index buffer may ...


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I can't speak specifically for Unity, as I don't use it, but based on my understanding of graphics hardware (I have written a multi-platform 2D rendering engine or two), there will be no performance overhead using non-pot sections of a pot texture. I can think of no reason why this would be any different for Unity. The overhead is purely hardware based.


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Alfonse Reinheart's post in this thread (#8) should shed some light. When you boil it down, the answer is "there's no such thing." Quadrilinear sampling is simply the term used for applying a linear sampling (GL_LINEAR_MIPMAP_LINEAR in OpenGL) to a 3D texture. You can almost argue the answer is "yes" since linear is at the hardware level and it's simply ...



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