Other things I can think of but haven’t tried: (4) quads in geometry shader (5) quads in tess shader (6) two adjacent lines (7) conservative rasterization of line prims (NVIDIA only) (8) ditto w/ sliver triangles instead (NVIDIA+Intel) (9) (╯°□°)╯︵ ┻━┻ compute shader time
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Wait, LineWidth is deprecated? How are we supposed to draw wide lines then?
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Dunno, that’s why I’m asking :) Worse, GL only mandates support for line width of 1. And Metal and D3D have no support for wide lines at all!
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Directx has dedicated support for conservative rasterization (https://docs.microsoft.com/en-us/windows/win32/direct3d11/conservative-rasterization …, https://docs.microsoft.com/en-us/windows/win32/direct3d12/conservative-rasterization …), Have you tried it, or is it just non-viable for you (IIRC your stuff is mostly GL)
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I have no hardware with support for it :( It’s new NVIDIA and Intel only, no AMD. Also Metal doesn’t support it.
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Sidenote; are gpus good at lines? If rendered aa triangles it would be bad from a quad perspective they would be bad, but is there some optimization for lines?
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From what I’ve gathered they’re usually implemented with hardware Bresenham, but I could be totally wrong.
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@FreyaHolmer do you have any suggestions?Thanks. Twitter will use this to make your timeline better. UndoUndo
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