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)
Yeah, the problem is the spec doesn’t require glLineWidth to be supported with anything greater than 1. ANGLE supports only 1. Metal and D3D don’t support line width at all, though D3D does support antialiased lines so that might be an alternative.
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Annoyingly, I checked the Intel Gen manual and the feature is totally supported by their HW, it’s just hard to get access to it.
Thanks. Twitter will use this to make your timeline better. UndoUndo
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Right, I was half joking. My experience with lineWidth and pointSize is that they don't work or only worksfor values <= 1 on my dev hardware. I'd probably do quads but I also was never really a graphics person.
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Yeah, I’m probably going to go with instanced quads because I’m afraid to ship glLineWidth to Firefox/Servo users, but it’s so tempting because it’s like a 2x speedup on my GeForce 940M.
End of conversation
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