Nice, altough why render the milter joints as separate draw call, I usually do it in the same draw call. But I understand that males life easier to separate for swapping tje joints. Will save you a draw call tho.
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Quite right!
I was gunning for clarity here, and so opted for implementations I thought were easiest to understand - or at least easiest for me to write about! - 4 more replies
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Ah this is great, how did I miss it? I like how we converged on the same data structure and instancing technique.
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absolutely brilliant
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Good find, what a cool article. I am so amped for the day off "computer, make me a graphic"
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Awesome! Your next step could be to cover line size attenuation for 3D :)https://github.com/mrdoob/three.js/pull/16912 …
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Nice detailed article. Implemented similar technique in https://gl-vis.github.io/regl-line2d/ , but for miters there's fragment shader limiting by radius used, instead of extra triangles.
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Thank you. This is awesome. Tried to solve this myself also using first CPU generated geometry, then with geometry shaders + rendering into a transform feedback buffer, but that implementation was pretty much limited by how many vertices the geometry shader could output.
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Nice! Was thinking about the topic and
@mattdesl’s implementation just a few days ago…!Thanks. Twitter will use this to make your timeline better. UndoUndo
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