Stream Output.
In the last days i have been reading the current stream output, and finally i have a conclusion i like you confirm me.
The RenderToVertexBuffer object make use just of two shaders Vertex and Geometry, it actual usage is create geometry from nothing ( no base mesh ) and then stream out the created geometry to a vertex buffer in a ManualObject.
Currently to do a god rendering using tessellation multiple render passes are needed and tessellate on each pass is not a good option. The main logic to do it is the shown bellow.
[img]
https://lh4.googleusercontent.com/-6sab ... Output.PNG
[/img]
As you see it simply tessellate in the first pass and then stream out to to second pass to just shade with the pixel shader. This job as i saw in the code is not implemented, and i just want to know if i'm wrong. if yes a point to it may be beneficall, if not i am planing to implement it because it is a crucial need in the rendering pipeline.
Stream Output.
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- Gremlin
- Posts: 154
- Joined: Sun Jun 07, 2009 9:04 pm
- Location: Bogotá, Colombia
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Stream Output.
Juan Camilo Acosta Arango