2
votes
How to compute visible area of a sphere
Trying to do this analytically will get intractable very very fast - adding each new sphere will increase the complexity substantially (not sure if it is exponential or not, need to think about that), ...
2
votes
One DeviceContext per Material?
A device context is just an interface that allows you to issue commands to the GPU. It doesn't hold any internal state, and therefore it doesn't represent any 'RenderPipelineState'. Moreover, looking ...
1
vote
How do you handle shaders/graphics while remaining cross-platform?
I'm writing my current project entirely in WebGPU and WebAssembly. WebGPU knowledge and code is portable to C, C++, Rust etc via lib wgpu. I prototype code in JS, ...
1
vote
Accepted
How can I correctly pass 2 vertices instead of all 4 for a quad to a vertex shader?
I'm going to ignore your commentary about the possible ordering of four supplied quad vertices, as I don't think it's relevant to the question.
The question(s) as I understand them, are:
(a) can you ...
Community wiki
1
vote
Accepted
Is instanced rendering any different from indexing seperate buffers using div and mod in the shader?
One significant disadvantage of doing manual vertex fetching is that it will generally not be able to take advantage of the post transform cache. That alone could easily reduce vertex processing ...
1
vote
Accepted
How do I get a Metal texture ID to render to it with Ogre?
Ogre does not support Metal at this time. MTLTexture does not have any concept of a texture ID. If one library is returning a ...
1
vote
How do I use delta time time-stepping in a triple-buffering scenario?
It's worth noting that even without double/triple buffering, if the framerate jumps from 30 to 60, for example, the first 60fps frame would've been calculated with the previous frame's time-step -- 33....
1
vote
Accepted
Why might performance of a Rust-sdl2 project be better while profiling?
Per the Flamegraph README, it runs using the release profile by default:
# defaults to profiling cargo run --release
cargo flamegraph
So you must also run using ...
1
vote
Accepted
Quaternions distorting object in Metal
Alright so the main problem was actually that I had to projection matrix that changed depending on the aspect ratio of the window that was being rendered to. So with that out of the way I actually ...
1
vote
Rendering voxel data efficiently
I simply need to know where... and how the process of obtaining
primitives from raw block data should take place. How do most games do
it?
Check whether any voxels have changed
If so, reconstruct ...
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