Designing a GPU-oriented geometry abstraction – Part Two.

My last post described the problem of crafting an appropriate geometry abstraction for Bling. Bling previously solved the code problem for vertex and pixel shading, but lacked decent geometry input abstractions as well as an abstraction that supported geometry shading. The last post proposes giving geometry its own abstraction, but I was a bit hesitant…

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Designing a GPU-oriented geometry abstraction – Part One.

One the inputs of rendering via programmable shading on a modern graphics card is a collection of vertices associated with some per-vertex properties used in shader computations. When programming the GPU, this collection of vertices is commonly abstracted as a vertex buffer, which is essentially just a bag of bytes. The collection of vertices describes…

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