3 ms·
I really like this. It would be nice to see some benchmarks versus a quad based solution where the quad is tessellated in a geometry shader with a fragment shad
by emcq 11y ago
I really like this. It would be nice to see some benchmarks versus a quad based solution where the quad is tessellated in a geometry shader with a fragment shader drawing the particle or using a texture. My guess would be that the bottleneck might be pcie but my knowledge of the gpu performance is a little outdated.