Timeline for Unity shaders: best way of handling data structures
Current License: CC BY-SA 3.0
9 events
when toggle format | what | by | license | comment | |
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Mar 11, 2015 at 6:24 | vote | accept | Thijser | ||
Mar 10, 2015 at 21:10 | answer | added | glampert | timeline score: 2 | |
Mar 10, 2015 at 21:09 | comment | added | glampert | @AlexandreVaillancourt Okay. | |
Mar 10, 2015 at 21:00 | comment | added | Vaillancourt♦ | @glampert I think he was suggesting that you post your comment as an answer so he could mark it as the answer he was looking for :) | |
Mar 10, 2015 at 20:44 | comment | added | glampert | Well, I don't really have enough knowledge about Unity shaders to develop this into an answer. Perhaps now that you have a pointer to start from, you can edit this into a more specific question and someone with good knowledge of Unity can help you further. | |
S Mar 10, 2015 at 18:40 | history | suggested | glampert | CC BY-SA 3.0 |
Fixed typos.
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Mar 10, 2015 at 18:10 | comment | added | glampert | The best way of passing such data to the GPU via shaders would be with a texture. Knowing that, your own question answers it: a texture with one pixel for each node of the tree. | |
Mar 10, 2015 at 18:08 | review | Suggested edits | |||
S Mar 10, 2015 at 18:40 | |||||
Mar 10, 2015 at 16:26 | history | asked | Thijser | CC BY-SA 3.0 |