From: sirjofri <sirjofri+ml-9front@sirjofri.de>
To: 9front@9front.org
Subject: Re: [9front] [patchset] libgeometry revamp
Date: Sun, 29 Jan 2023 23:48:41 +0100 (GMT+01:00) [thread overview]
Message-ID: <683f5e71-93d1-4359-8423-08df9be833a8@sirjofri.de> (raw)
In-Reply-To: <21CA2819A163A81633EED939A1C2EC6D@felloff.net>
Good evening,
as a professional game developer who also specializes in 3d rendering with only experience with GPUs and shaders I have to ask: How do you handle sampling textures via coordinates? I mean, you get the barycentric coordinates, calculate the UV for that pixel, and then sample the pixel from the texture, I guess, but isn't it quite slow on a CPU to read that texture like that, especially considering caching etc.?
I mean, obviously you wouldn't draw the pixels directly (each pixel a draw call), but instead generate the image in-memory and draw it completely within one draw call.
For me it's kinda hard to learn these things since I don't know what exactly to search for (and again, most of my experience is from shaders), so some hint would be helpful, even if it's just a response like "no, this is the way to do it usually and it's fast enough".
sirjofri
next prev parent reply other threads:[~2023-01-29 22:52 UTC|newest]
Thread overview: 7+ messages / expand[flat|nested] mbox.gz Atom feed top
2023-01-29 18:47 rgl
2023-01-29 20:49 ` cinap_lenrek
2023-01-29 22:46 ` rgl
2023-01-30 11:17 ` Anthony Martin
2023-01-30 16:49 ` rgl
2023-01-29 22:48 ` sirjofri [this message]
2023-01-30 1:25 ` william
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