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Does it make sense to use a compute shader with Dispatch(1,1,1) and Numthreads[1,1,1] to draw a cone?

This is my modest contribution to the very helpful answer of Ludoprof, adding uv coordinates. The settings are rotating a reverted box on its y-axis with scaling on its x axis. The box is shown as an ...
philB's user avatar
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2 votes

How does one efficiently render depth in an oblique top-down "2.5D" game?

When you have a 2d renderer simulating the classic isometric perspective where you see the world from a diagonal angle, then you have to add x, y and z values for each sprite/tile to calculate the ...
Philipp's user avatar
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1 vote
Accepted

Does it make sense to use a compute shader with Dispatch(1,1,1) and Numthreads[1,1,1] to draw a cone?

There may at times be reasons to use a compute shader with Dispatch(1, 1,1) and Numthreads[1,1,1], but drawing a cone is not the ...
LudoProf's user avatar
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5 votes

In game engines and 3D rendering, which coordinate system results in the least amount of operations to transform and render scenes?

This is not a relevant metric. Because graphics pipelines transform objects through matrix multiplication, it always takes the same amount of work to transform an object / its vertices from any ...
DMGregory's user avatar
  • 141k
3 votes

Do GPUs re-draw a all of a character's vertices/triangles/fragments every frame?

For most modern 3D games running on modern hardware, you've described the basics of how rendering usually works. However, that's not the only option. Other options include: Using Mesh Shaders instead ...
Adam's user avatar
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5 votes

Do GPUs re-draw a all of a character's vertices/triangles/fragments every frame?

What you've said is how most games work, at least at a logical level. (In practice, these stages might not happen exactly sequentially - a GPU might be simultaneously drawing some fragments while ...
DMGregory's user avatar
  • 141k

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