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I want to avoid sending repetitive information when drawing a mesh.

If I use a single point for each face and two vectors as additional attributes that represent the travel of each vertex, I can use that information in a Geometry Shader to produce the normal and the two points followed by any additional attributes for that face.

Is the computation cost worth the saved data needing to be transferred? Or is there a better way to optimize the pipeline for sending over a mesh to draw?

Edit: In particular this is a case where the mesh has attributes unique to the face and not the vertex, so if it were done the regular way each vertex would be multiplied by the number of faces used by it.

I want to avoid sending repetitive information when drawing a mesh.

If I use a single point for each face and two vectors as additional attributes that represent the travel of each vertex, I can use that information in a Geometry Shader to produce the normal and the two points followed by any additional attributes for that face.

Is the computation cost worth the saved data needing to be transferred? Or is there a better way to optimize the pipeline for sending over a mesh to draw?

I want to avoid sending repetitive information when drawing a mesh.

If I use a single point for each face and two vectors as additional attributes that represent the travel of each vertex, I can use that information in a Geometry Shader to produce the normal and the two points followed by any additional attributes for that face.

Is the computation cost worth the saved data needing to be transferred? Or is there a better way to optimize the pipeline for sending over a mesh to draw?

Edit: In particular this is a case where the mesh has attributes unique to the face and not the vertex, so if it were done the regular way each vertex would be multiplied by the number of faces used by it.

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DMGregory
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Is a Geometry shader a good way How to compress repetitive information when uploading mesh data?

I want to avoid sending repetitive information when drawing a mesh. 

If I use a single point for each face and two vectors as additional attributes that represent the travel of each vertex and, I can use that information in a Geometry Shader to produce the normal and the two points followed by any additional attributes for that face. 

Is the computation cost worth the saved data needing to be transferred? Any other suggestingOr is there a better way to optimizingoptimize the pipeline for sending over a mesh to draw?

Is a Geometry shader a good way to compress mesh data?

I want to avoid sending repetitive information when drawing a mesh. If I use a single point for each face and two vectors as additional attributes that represent the travel of each vertex and use that information to produce the normal and the two points followed by any additional attributes for that face. Is the computation cost worth the saved data needing to be transferred? Any other suggesting to optimizing the pipeline for sending over a mesh to draw?

How to compress repetitive information when uploading mesh data?

I want to avoid sending repetitive information when drawing a mesh. 

If I use a single point for each face and two vectors as additional attributes that represent the travel of each vertex, I can use that information in a Geometry Shader to produce the normal and the two points followed by any additional attributes for that face. 

Is the computation cost worth the saved data needing to be transferred? Or is there a better way to optimize the pipeline for sending over a mesh to draw?

Source Link

Is a Geometry shader a good way to compress mesh data?

I want to avoid sending repetitive information when drawing a mesh. If I use a single point for each face and two vectors as additional attributes that represent the travel of each vertex and use that information to produce the normal and the two points followed by any additional attributes for that face. Is the computation cost worth the saved data needing to be transferred? Any other suggesting to optimizing the pipeline for sending over a mesh to draw?