ParticleSystem - Updating on CPU?
Members - Reputation: 609
Posted 14 January 2012 - 09:40 AM
I took a look in 2 books and both are updating the particles on the CPU and copy it to the GPU every frame. I wondered if this is the best method.
Isn´t inefficient, is it?
Crossbones+ - Reputation: 4911
Posted 15 January 2012 - 11:01 AM
Jason Zink :: DirectX MVP
Direct3D 11 engine on CodePlex: Hieroglyph 3
Direct3D Books: Practical Rendering and Computation with Direct3D 11, Programming Vertex, Geometry, and Pixel Shaders
Articles: Dual-Paraboloid Mapping Article :: Parallax Occlusion Mapping Article (original):: Fast Silhouettes Article
Games: Lunar Rift
Moderators - Reputation: 29763
Posted 15 January 2012 - 05:02 PM
Members - Reputation: 171
Posted 15 January 2012 - 05:48 PM
The vertex shader calculates the current position based on those initial values and the current time.
This requires a formula that can calculate the particles position based only on the starting parameters, since there is no way to update the vertex data.