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)
From what I’ve gathered they’re usually implemented with hardware Bresenham, but I could be totally wrong.
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GPUs I know run lines through the same pipe as everything else, with shaders and quads and the works.
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Sure, but I took the question to be how the hierarchical rasterization/edge equations/etc work for lines. At least that’s what I’m interested in :)
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