tag:blogger.com,1999:blog-5417138872461097808.post5467067102504695168..comments2023-08-13T06:00:11.959-07:00Comments on Tower22: Mega-Structures; Geometry Shaders #2Rickhttp://www.blogger.com/profile/04196340535742326978noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-5417138872461097808.post-20966493532976429802011-02-09T11:53:59.743-08:002011-02-09T11:53:59.743-08:00Hey MJP (the famous Gamedev MJP ? :))
Didn't ...Hey MJP (the famous Gamedev MJP ? :))<br /><br />Didn't test cubeMaps yet. Opinions differ when browsing the web about this topic, but in theory it could be a booster of course. Don't know the exact (hardware) quirks in practice though :) But for filling that 3D texture, GS is a life savior.<br /><br />CheersRickhttps://www.blogger.com/profile/04196340535742326978noreply@blogger.comtag:blogger.com,1999:blog-5417138872461097808.post-82579932021712215012011-02-09T11:25:44.938-08:002011-02-09T11:25:44.938-08:00I'd be careful with geometry shader amplificat...I'd be careful with geometry shader amplification...it can severely degrade your GPU performance. The IHV's have always recommended that a geometry shader emit no more 4 verts per execution. In my experience it's always been quicker to just switch render targets (for cube map rendering), or use a texture atlas (for cascaded shadow maps).MJPhttps://www.blogger.com/profile/00019213063129052143noreply@blogger.com