9 years, 3 months ago
Highlights
Community contributions featuredThis will not help with your performance issues. Sub pixel triangles (even sub quad triangles) are going to hurt you, and your pre-pass won't be a fast depth only pass either. W…
9 years, 3 months ago
10 years, 11 months ago
There are many options: you can generate the decal geometry in a GS, or on CPU, or you could render out the decal in texture space for your skinned mesh and apply it straight on…
10 years, 11 months ago
11 years ago
the best technique is highly dependent on your exact requirements. i.e. scene type, scale, amount of dynamic objects, lighting complexity, how many bounces you want, how many mo…
11 years ago
Latest Activity
See all in DiscussionsThis will not help with your performance issues. Sub pixel triangles (even sub quad triangles) are going to hurt you, …
9 years, 3 months ago
There are many options: you can generate the decal geometry in a GS, or on CPU, or you could render …
10 years, 11 months ago
the best technique is highly dependent on your exact requirements. i.e. scene type, scale, amount of dynamic objects, lighting complexity, …
11 years ago