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    1. COBy "punch-through" I mean that all the pixels in your sprite image are either fully-opaque or fully transparent, there are no semi-transparent pixels. This can be represented by the single bit for alpha that's available using RGBA5551 - alpha is either on or of. There's texture loading code available in the POWERVR SDK and Oolong engine that will load thee different formats. To create the textures you can use PVRTexTool from the SDK as well. Once a 16bit texture is loaded it is treated like any other OpenGL texture so there should be no need to change your rendering code.
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    2. COAlmost :) PowerVR's HSR doesn't remove hidden triangles, but does remove hidden fragments - see http://www.imgtec.com/powervr/insider/powervr_presentations/gdc2013-high-end-mobile-graphics.asp or http://www.imgtec.com/powervr/insider/powervr-login.asp?doc=PowerVRSeries5SGXArchitectureGuideforDevelopers Unfortunately it seems that you now have to sign in for access to the doc, but it does provide about the fullest explanation that you'll find.
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    3. CO"Blending requires reading from memory, and memory is slow on mobile devices." Most of the discussed architectures are tile-based in some form so blending happens in the GPU itself i.e. without reading/writing (main) memory. The obvious exception would be Tegra, which is an IMR, but even it should have some kind of caching to minimise the impact. That said, blended tris usually mean more fragment processing per frame than opaque alone and mobile apps are typically fragment limited. Blending is def preferable to alpha test/discard though...
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