Terrain Geometry Shader
So I'm thinking about hacking around with a CLOD terrain system entirely in a geometry shader. Something along the lines of sending a 32x32 grid of quads (or rather, 32x32x2 triangles) through the system and letting the shader tesselate appropriately. Or a series of these, since geometry shaders can only output so many vertices.
The major headache I see is the tesselation; since I can't realy store a 'queue' of triangles as I tesselate that need to be further tesselated, I'd have to find out how finely I need to a certain triangle in one shot (it sounds do-able in my head).
I was wondering if anyone else knew of any considerations, or even if someone has already tried this yet. Moreover, is it even worth it? I can't claim to be a graphics expert - a geometry shader approach may be less efficient than ROAM or something else, but the idea of retesselating on the CPU and sending the updated triangles to the graphics card each frame never sat well with me.
Cheers,
--Brian
I bet that tessalating on the CPU would be alot faster than tessalating in the geometry shader...
Simply because, at the moment, geometry shaders are a new concept in hardware, thus they are REALLY slow...almost unusably slow, especially for real time stuff.
I would go with something like Geometry Clipmaps; they are quite fast and most of the work is done on the gpu
Simply because, at the moment, geometry shaders are a new concept in hardware, thus they are REALLY slow...almost unusably slow, especially for real time stuff.
I would go with something like Geometry Clipmaps; they are quite fast and most of the work is done on the gpu
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