Greetings,
I'm currently experimenting OpenGL ES 2.0 with a little tile based 2D game.
After fiddling a bit with rbga5551 transparent textures, I found I had to enable blending in order to make the last transparency bit work.
However, given how blending works and the fact I only need binary transparency (1 bit for alpha → visible/invisible), I'm wondering if it would be better to either :
Since I do not know how to micro-benchmark and measure performance¹ of embedded OpenGL programs, I'm asking this question here :
For binary transparency (visible/invisible) is it better to clip (vertex shader), discard (fragment shader) or just enable blending (rasterisation)
¹ : I tried to use Streamline but I could not install gator since I do not have the kernel sources of either my two Rockchip tablets, nor the kernel sources of my Kirin-based Honor 5 phone.