Latest updates for Vertex-Shader

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Recent items include:

  • If it beneficial to use a compute shader instead a geometry shader or rendering the 6 faces separately for cubemap for s
  • Best practices for vertex packing
  • How can we make partial skinning within a mesh containing all the objects for use with DrawIndexedInstancedIndirect

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gamedev.stackexchange.com /1 month ago

If it beneficial to use a compute shader instead a geometry shader or rendering the 6 faces separately for cubemap for s...

I have seen that one can use a compute shader instead of a geometry shader or separate 6 faces rendering to fill a cubemap, for dynamic shadows in my case. Before going there, I wo...

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gamedev.stackexchange.com /1 week ago

Best practices for vertex packing

I am exploring the use of compacted vertex formats that may be modified with a geometry shaders. For geometry shaders data must be 4 bytes aligned. My current vertex structure was...

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gamedev.stackexchange.com /1 month ago

How can we make partial skinning within a mesh containing all the objects for use with DrawIndexedInstancedIndirect

I am in the process of updating my engine to use DrawIndexedInstancedIndirect (DI3) only. It currently works for non deformable objects. I have added meshes for skinned characters...

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marktechpost.com /1 week ago

Vercel AI Open-Sources vgpu: A TypeScript WebGPU Library for AI Agent Shaders

Vercel has open-sourced vgpu, the WebGPU library it built to ship the shaders on vercel.com. It treats .wgsl files as importable TypeScript modules, runs the same shader in the bro...

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Sources covering Vertex-Shader

gamedev.stackexchange.com

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marktechpost.com

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