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boboS

Breakable joints graphic peformance

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I was thinking to implement some breakable objects (like a vase of many pieces, or a wall...not extremly fancy but in the limit of the phisics engine). Now if I want to use geometry instancing I wonder how I can hide portions of the objects is the vertex shader to not look the same (as the limitation of the shader). For example a vase. I send only one unique litle square but I wonder if is a good idea to modify it with the vertex shader to ondulate it or cut portions of it to look like a real piece of broken vase. Than mean I should send a matrix for the transformation and another chunk of infirmation regarding the modified shape. This make any sense ? Does it worth ? Or i just can use the normal objects to limit the drawcalls and switch to the breakable (not instanced) version when I detect a force.

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