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Batching de milhares de sprites em um único draw call
Textures atlas system
Z-buffer para ordenação (parallax, camadas)
Render groups: Background, Foreground, UI
Shader system básico (vertex + fragment)
Batching de milhares de sprites em um único draw call
Textures atlas system
Z-buffer para ordenação (parallax, camadas)
Render groups: Background, Foreground, UI
Shader system básico (vertex + fragment)