Timeline for Fastest way to render lines with AA, varying thickness in DirectX
Current License: CC BY-SA 3.0
6 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jan 21, 2013 at 20:27 | comment | added | Nathan Reed | @Dr.ABT It's exactly the same way that texture coordinates, normal vectors, and all that kind of stuff are normally sent to the pixel shader - by writing outputs from the vertex/geometry shader that are interpolated and input to the pixel shader. | |
| Jan 21, 2013 at 20:20 | comment | added | Dr. Andrew Burnett-Thompson | I see, can this be done by sending outputs from the GeometryShader or instancing? For extra credit (if you're interested), I added a Q here: gamedev.stackexchange.com/questions/47831/… | |
| Jan 21, 2013 at 19:59 | comment | added | Nathan Reed | @Dr.ABT The parameters of the mathematical line have to be sent down to the pixel shader via interpolators. The pixel shader has no direct access to the geometry. | |
| Jan 21, 2013 at 19:51 | comment | added | Dr. Andrew Burnett-Thompson | Hey @NathanReed going back to this - if I used Geometry Shader or instancing to draw quads, then Point1/Point2 are opposite vertices of a quad, how in the Pixel Shader can I calculate distance to the line between Pt1 & Pt2? Does the pixel shader have knowledge of input geometry? | |
| Jan 3, 2013 at 21:23 | comment | added | Dr. Andrew Burnett-Thompson | Hey thanks - yes I'm aware of that article, no source code with it unfortunately :-( The premise of GeoShader+FragShader seems to be a winner for this type of work. Getting the data to the GPU efficiently is going to be the tricky part! | |
| Jan 3, 2013 at 17:58 | history | answered | Nathan Reed | CC BY-SA 3.0 |