What are the better options for rendering long, thin structures, like a whip or an electrical wire?
Rendring Long, Thin Structures
Started by alphadog, Dec 15 2010 07:21 PM
1 reply to this topic
#1
Posted 15 December 2010 - 07:21 PM
Hyperbole is, like, the absolute best, most wonderful thing ever! However, you'd be an idiot to not think dogmatism is always bad.
#2
Posted 15 December 2010 - 08:54 PM
Here's a nice article from Insomniac about their method of drawing splines: http://www.insomniac..._on_the_rsx.pdf
The spline is not dynamically tesselated per se, but all the curve evaluation is done on the GPU. All you need to send it are the control points, and a static, precomputed vertex buffer that can be reused for all your splines. It is also easily extensible to drawing a "hose", i.e. sweeping an authored cross-sectional shape along a spline, to create a curve with thickness. You can draw it as a hose up close and then fall back to 1D line-strip rendering at a distance, if you like.
The spline is not dynamically tesselated per se, but all the curve evaluation is done on the GPU. All you need to send it are the control points, and a static, precomputed vertex buffer that can be reused for all your splines. It is also easily extensible to drawing a "hose", i.e. sweeping an authored cross-sectional shape along a spline, to create a curve with thickness. You can draw it as a hose up close and then fall back to 1D line-strip rendering at a distance, if you like.
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