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@wwwtyro | |||||
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Finished a post about instanced line rendering: wwwtyro.net/2019/11/18/ins…
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: github.com/wwwtyro/instan…
Enjoy!
#regl #webgl pic.twitter.com/MrhiN9xUh6
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Marco Giordano
@MGDev91
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19. stu |
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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
@wwwtyro
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19. stu |
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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
@wwwtyro
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19. stu |
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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
@Rich_Harris
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19. stu |
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absolutely brilliant
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Lucas Shanley
@CitadelOfLukes
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20. stu |
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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
@dannyaroslavski
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19. stu |
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Awesome! Your next step could be to cover line size attenuation for 3D :) github.com/mrdoob/three.j…
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ΔY
@DimaYv
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20. stu |
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Nice detailed article. Implemented similar technique in gl-vis.github.io/regl-line2d/, but for miters there's fragment shader limiting by radius used, instead of extra triangles.
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Sakari Lehtonen
@sakari369
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19. stu |
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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
@andreasgysin
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20. stu |
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Nice! Was thinking about the topic and @mattdesl’s implementation just a few days ago…!
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