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Transform Feedback Shader to change MeshObjects


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We would like to bake different transformation states of multiple ObjectMeshStatic into one to reduce single object count.

The Mesh that would be created by transform feedback will only change when one transformation state in the original Node Tree will change.

Is it possible to change another MeshObject by a transform feedback shader in Unigine or do we need to do this on cpu side?

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Hi sebastian!

Currently there is no way to use transform feedback with API without writing this logic by your self.
I would recommend trying compute shader instead.

In case you really need transform feedback then those links should be quite useful:
For D3D11 you'll have to look into Geometry Shader With Stream Output, SOSetTargets. Geometry Shader with SO is not exposed to the API.
Getting Started with the Stream-Output Stage - Win32 apps | Microsoft Docs
For GL:
glBeginTransformFeedback - OpenGL 4 Reference Pages (khronos.org)
 

 

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