Damus
Aras Pranckevičius · 9w
nostr:nprofile1qy2hwumn8ghj7un9d3shjtnyd968gmewwp6kyqpq0f7e9qey4t9vv0jqea92zgg7m05ghlx38c7w08yxmnrda63k07ts824e67 no idea why that would happen, but FYI mere presence of discard in a pixel shader make...
Rune Skovbo Johansen profile picture
@nprofile1q... Really, on modern hardware? The threads I saw about discards seemed to mostly say it used to be bad on old hardware.

If done at the vertex level, triangles would appear one by one in the distance when moving forward, which I'm not sure I like the idea of.
1
Josh Simmons · 9w
nostr:nprofile1qy2hwumn8ghj7un9d3shjtnyd968gmewwp6kyqpq0f7e9qey4t9vv0jqea92zgg7m05ghlx38c7w08yxmnrda63k07ts824e67 nostr:nprofile1qy2hwumn8ghj7un9d3shjtnyd968gmewwp6kyqpqvfhu7aelr6xh3gwqnw8zjwqv0wuzl9fejfrj9ug647ldvy3jtmkq9l5x8e Yep! The problem with discard (and similarly, shader depth writes) is th...