>>335753946
Well, if the shader you have has a mode uses an alpha blend mode (aka transparent), it'll usually read from the alpha value from the main texture slot, so if you're texture has an alpha channel, it'll correspond to that, e.g. a 1x1 transparent png. But then your gpu has to spend time processing all the vertices of the mesh, processing all the resulting fragments, and reading the frame buffer to do the alpha blending to display literally nothing. It's a stupid way to get something to not render. Just.. don't render it at all.