Fragment discard isn't anywhere near as free or beneficial as you
think it is. It's pretty crippling on a lot of older hardware.
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On Tuesday 19 June 2012 12:29:34 Renk Thorsten wrote:
> > There is a simple solution to that. Move the work in the fragment
> > shader. You
> > won't be scene complexity bound, and you'll also have the correct depth
> > available as (...)
>
> Right... but I need the projection of the vertex positi
> There is a simple solution to that. Move the work in the fragment
> shader. You
> won't be scene complexity bound, and you'll also have the correct depth
> available as (...)
Right... but I need the projection of the vertex position into the sun
direction in the horizon plane to compute light
On Wednesday 13 June 2012 12:05:42 Renk Thorsten wrote:
> Now, random vegetation seems to increase vertex count a lot, and this may
> well be not doable by just taking the code and applying it to the
> vegetation (it didn't work with clouds either). So it probably needs a
> dedicated approximati
> I'd add to this list
>
> * lightfields integrating well with other shaders.
>
> For example, I know that the random vegetation doesn't work with
> lightfield shaders, and the fix that Emilian put together to allow the
> random buildings to work was a workaround rather than a full fix. I
> think
On Sun, Jun 10, 2012 at 11:10 AM, Renk Thorsten wrote:
>
> Torsten's question about what the release number should be got me thinking a
> bit what I would expect from a 3.0 version, and I thought maybe I can put my
> outcome for a discussion:
>
> I think what makes the difference isn't so much ne
Torsten's question about what the release number should be got me thinking a
bit what I would expect from a 3.0 version, and I thought maybe I can put my
outcome for a discussion:
I think what makes the difference isn't so much new cool feature, but really a
good and intuitive integration of t
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