Figured I’d throw this out there: does anyone know the fastest way to *conservatively* rasterize lines on GPU? I’ve tried: (1) drawing instanced thin quads; (2) drawing thin quads w/o instancing (~15% faster); (3) glLineWidth(2.0) (fastest on NVIDIA, but deprecated)
-
-
Unlikely to be the best option but, for completeness: non-conservative rasterization + pixel dilation (e.g. in compute shader).
-
Do you mean doing everything in compute shader or rasterizing with line primitives and expanding in compute? The latter doesn’t work because the line could be too short to hit the diamond, unless you’re extending the lines in vertex shading somehow
- 5 more replies
New conversation -
-
-
Thanks. Twitter will use this to make your timeline better. UndoUndo
-
Loading seems to be taking a while.
Twitter may be over capacity or experiencing a momentary hiccup. Try again or visit Twitter Status for more information.