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This buffer is big because it is per triangle. A more conventional approach seems to be writing a buffer which holds per cluster data and draw instance(one instance one cluster). I would like to know the reason, thanks. |
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Hi, I'm the author of meshlets. The reason I'm using a triangle buffer is that it's the fastest possible option that I've found.
When I eventually add software raster (waiting on some wgpu changes), hopefully we can software raster the majority of clusters and gain a large speed boost. At that point, it may be worth going with a more memory efficient option for hardware rasterized clusters and eating the speed loss until we get mesh shaders. Meshlets is still a large WIP, and will change over time. If you know of a better idea, I'd be very interested to know. Happy to answer any other questions on the meshlet renderer that you may have. |
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Hi, I'm the author of meshlets. The reason I'm using a triangle buffer is that it's the fastest possible option that I've found.