Jump to content

  • Log In with Google      Sign In   
  • Create Account


#Actualeppo

Posted 16 November 2012 - 01:04 PM

You may be able to construct a girder in its entirely in a vertex shader, without using vertex buffers. If you pass the web,flange etc. data in as per instance data (e.g. read from a texture buffer), you can procedurally build a girder based on the SV_VertexID system value semantic. Either that, or tag parts of a mesh using a vertex weight map and scale and extrude based on that.

#1eppo

Posted 16 November 2012 - 01:00 PM

You may be able to construct a girder in its entirely in a vertex shader, without using vertex buffers. If you pass the web,flange etc. data in as per instance data (e.g. read from a texture buffer), you can procedurally build a girder based on the SV_VertexID system value semantic.

PARTNERS