1. A method for rendering computer graphics onto a screen, the method comprising: dividing, at a processor, a texture tile into a plurality of partitions, each partition comprising a plurality of texels and each partition having a plurality of vertices; creating a map that indicates, for each partition, whether each partition comprises a constant color throughout the entirety of the partition; transferring the plurality of vertices to a vertex shader; determining, by the vertex shader, that at least one of the plurality of partitions comprises a constant color partition; applying a vertex transformation that: associates a set of texel coordinates from the texture tile to each of the vertices of the constant color partition to generate a set of associated texel coordinates, and associates each of the vertices to at least one pixel on a display, setting each first coordinate of the set of associated texel coordinates to zero, wherein the setting includes setting any non-zero first coordinates of the set of associated texel coordinates to zero, interpolating, at a pixel shader, the associated texel coordinates each having had their first coordinates set to zero, to generate an interpolated value, wherein a resulting first coordinate of the interpolated value is zero, accessing, from a memory, a single texel having a first coordinate of zero in the constant color partition that corresponds to the interpolated value that applies to a plurality of the pixels on the display, applying, to the plurality of pixels on the display, a color from the single texel.