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)
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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Diamond rules seem pretty standard these days
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What I was getting at was that if lines were inefficient enough from a shader perspective then doing then in compute might be a win.. With some acceleration structure that is. If you need enough special features that ough to win at some point...
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