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)
I feel like at that point you might as well rasterize all lines as axis aligned lines along their major axis. In each fragment shader invocation calculate the 2 minor-axis positions and use image load/store or whatever to write to the appropriate spot.
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You could even abuse helper threads and fragment derivatives to calculate the two positions simultaneously. But ugh, what a hack!
Thanks. Twitter will use this to make your timeline better. UndoUndo
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