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Rye Terrell
Finished a post about instanced line rendering: TL;DR: Leverage instancing to expand line segments in a vertex shader. Gets you fast, flexible lines with an intuitive and compact data structure. Source: Enjoy!
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Marco Giordano 19. stu
Odgovor korisniku/ci @wwwtyro @erkaman2
Nice, altough why render the milter joints as separate draw call, I usually do it in the same draw call. But I understand that males life easier to separate for swapping tje joints. Will save you a draw call tho.
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Rye Terrell 19. stu
Odgovor korisniku/ci @MGDev91 @erkaman2
Quite right!👍 I was gunning for clarity here, and so opted for implementations I thought were easiest to understand - or at least easiest for me to write about!
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Rye Terrell 19. stu
Odgovor korisniku/ci @rickyreusser
Ah this is great, how did I miss it? I like how we converged on the same data structure and instancing technique.☺️
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Rich Harris 19. stu
Odgovor korisniku/ci @wwwtyro
absolutely brilliant
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Lucas Shanley 20. stu
Odgovor korisniku/ci @Rich_Harris @wwwtyro
Good find, what a cool article. I am so amped for the day off "computer, make me a graphic" 🤙🏼
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Danny Yaroslavski 19. stu
Odgovor korisniku/ci @wwwtyro
Awesome! Your next step could be to cover line size attenuation for 3D :)
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ΔY 20. stu
Odgovor korisniku/ci @wwwtyro
Nice detailed article. Implemented similar technique in , but for miters there's fragment shader limiting by radius used, instead of extra triangles.
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Sakari Lehtonen 19. stu
Odgovor korisniku/ci @wwwtyro
Thank you. This is awesome. Tried to solve this myself also using first CPU generated geometry, then with geometry shaders + rendering into a transform feedback buffer, but that implementation was pretty much limited by how many vertices the geometry shader could output.
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Andreas Gysin 20. stu
Odgovor korisniku/ci @wwwtyro @mattdesl
Nice! Was thinking about the topic and ’s implementation just a few days ago…!
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