![]() The only difficult part remaining would wrapping my head around the process. ![]() I think just getting it to run at all was a good enough first step.Ĭoming off a week of porting my DX9 engine to OpenGL 4, I had the pipeline ready to insert Compute Shaders natively with the new engine framework. I wasn’t about to rewrite my homespun engine to get Marching Cubes to run any faster, and the pathetic 20fps I was getting with 28x28x28 cubes would have to be it until I had some serious time to optimize it. This version above (DX9) was a pure CPU version of the algorithm that sluggishly updated the vertex buffer values every frame. ![]() I was toying around with it a couple of weeks ago during some downtime at the office. Getting Marching Cubes running at all would be the first step. Since our game would be using a similar platform, I thought I would see what was possible with this new technology. Last week I overheard a conversation in the office about Unity 4’s support for Compute Shaders in DX11.
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