4 ms·
Very interesting approach, but I wonder why use geometry to get cones? Why not just fill quads and do distance (sqrt) to center in a fragment shader? That would
by Lichtso 4y ago
Very interesting approach, but I wonder why use geometry to get cones? Why not just fill quads and do distance (sqrt) to center in a fragment shader? That would not even need an approximation but be exact.
- rwbt 4y agoIf you fill quads, you won't get to use the depth buffer to occlude fragments easily. GPUs can do a lot of depth buffer optimizations before they run the fragment shader.