ulf.schroeter Posted June 22, 2012 Share Posted June 22, 2012 Proposal At the moment ObjectMeshDynamic only supports triangle geometry. For special GPU geometry shader based customization (e.g. GPU-based spline rendering, point clouds, etc) some form of support for POINTS/LINES/LINE_STRIPS vertex input geometry is required. ObjectMeshDynamic { .... addPoints( int vertices ); addLines( int vertices ); addLineStrip( int vertices ); } Link to comment
steve.learmonth Posted June 29, 2012 Share Posted June 29, 2012 I would like to see this too (or something that achieves the same thing). At the moment, we have to convert triangle primitives to points or lines in our geometry shaders - while this has worked for what we need so far, it's certainly not ideal. Link to comment
frustum Posted July 10, 2012 Share Posted July 10, 2012 I can add this feature with per-surface control. Link to comment
ulf.schroeter Posted July 10, 2012 Author Share Posted July 10, 2012 Yep, this would be ideal Link to comment
ulf.schroeter Posted August 31, 2012 Author Share Posted August 31, 2012 As this proposal is marked as [sOLVED] will it be part of next SDK release ? Thanks Link to comment
ulf.schroeter Posted September 16, 2012 Author Share Posted September 16, 2012 would it be possible to get support for implicit line strip splitting/restart by specifying -1 vertex index ? We would like to draw large amounts of line strips with different vertex counts with a single draw call. Link to comment
ulf.schroeter Posted September 20, 2012 Author Share Posted September 20, 2012 Any chance for some info from Unigine crew ? Thanks Link to comment
frustum Posted September 23, 2012 Share Posted September 23, 2012 The feature has been implemented and will be available in the next SDK. Primitive restart will not be available because it is not supported under Direct3D9 and OpenGLES. The performance difference between line strip and line list is almost zero on current hardware. Link to comment
ulf.schroeter Posted September 24, 2012 Author Share Posted September 24, 2012 Thanks frustum ! Link to comment
frustum Posted May 14, 2013 Share Posted May 14, 2013 I will remove points/lines feature from ObjectMeshDynamic. ObjectDynamic with arbitrary vertex formats and rendering modes will be added instead. Link to comment
ulf.schroeter Posted May 14, 2013 Author Share Posted May 14, 2013 Sounds like an even more flexible solution. Especially arbitrary vertex formats accessible from script can be very helpful for doing some customer-specific shader implementations requireing some extra vertex parameters Link to comment
ivan.cuevas Posted May 14, 2013 Share Posted May 14, 2013 I will remove points/lines feature from ObjectMeshDynamic. ObjectDynamic with arbitrary vertex formats and rendering modes will be added instead. It will support line/point width? and mouse pick operations? Actually I'm creating an invisible version of the same line mesh to be able to intersect with it. Link to comment
frustum Posted May 30, 2013 Share Posted May 30, 2013 Line width must be simulated by geometry shader. This feature is not in the graphical pipeline anymore. Point size is just a shader output. Pick and intersection operations will not be supported. Link to comment
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