Talk:Petit Computer 3/@comment-15296152-20140916233546/@comment-15296152-20140917022957

But here's the thing though. How would a background layer, made up of tiles, be rendered on the 3DS without shaders? If they are rendering each tile as a separate quad, then that's going to generate slowdown on the CPU side if the layer is scaled down, considering we can define a layer's width/height now. Have the system allocate a texture the size of the layer, render all the tiles to it, and then manipulate the polygon quad using that texture? That can work, but that would be an extreme waste of memory, and it creates another problem. What if someone writes over a tile in the resource table with their own tile? The system would have to look though the entire background to alter each instance that used that tile, and render in the new tile.

This are reasons (but not all) why I think the 3DS does have shaders, and that PTC3 is using them to do rendering.