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<oembed><version>1.0</version><provider_name>Light is beautiful</provider_name><provider_url>http://lousodrome.net/blog/light</provider_url><author_name>Julien Guertault</author_name><author_url>http://lousodrome.net/blog/light/author/admin/</author_url><title>Billboards and particle rendering &#x2013; Light is beautiful</title><type>rich</type><width>600</width><height>338</height><html>&lt;blockquote class="wp-embedded-content" data-secret="yKCE21jHAf"&gt;&lt;a href="http://lousodrome.net/blog/light/2014/09/01/billboards-and-particle-rendering/"&gt;Billboards and particle rendering&lt;/a&gt;&lt;/blockquote&gt;&lt;iframe sandbox="allow-scripts" security="restricted" src="http://lousodrome.net/blog/light/2014/09/01/billboards-and-particle-rendering/embed/#?secret=yKCE21jHAf" width="600" height="338" title="&#x201C;Billboards and particle rendering&#x201D; &#x2014; Light is beautiful" data-secret="yKCE21jHAf" frameborder="0" marginwidth="0" marginheight="0" scrolling="no" class="wp-embedded-content"&gt;&lt;/iframe&gt;&lt;script&gt;
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</html><description>Geeks3D recently posted a couple of posts on billboards rendering using vertex shader or geometry shader, and particle rendering performance when using point sprites or geometry shader. Simple billboarding vertex shader (GLSL) Particle billboarding with the geometry shader (GLSL) (Test) &hellip; Continue reading &rarr;</description></oembed>
