Link to metaball tutorial
parent
d01c9a7a4e
commit
339631287f
@ -7,4 +7,8 @@ Right now, we're drawing all the spheres in a single fragment shader. For each p
|
|||||||
## Performance limits
|
## Performance limits
|
||||||
|
|
||||||
* **Array size.** As of commit `a34fd0f`, the SPHERE_MAX array size seems to affect frame rate a lot, even though we should only be using the first few elements of each array. Not sure whether this is coming from a depth-sorting bug, a memory handling detail, or something else.
|
* **Array size.** As of commit `a34fd0f`, the SPHERE_MAX array size seems to affect frame rate a lot, even though we should only be using the first few elements of each array. Not sure whether this is coming from a depth-sorting bug, a memory handling detail, or something else.
|
||||||
* **Shader variables.** Browsers seem to limit the number of variables that fragment shaders can store. For example, see this [vulnerability report](https://issues.chromium.org/issues/40067239) and [code review](https://chromium-review.googlesource.com/c/angle/angle/+/4503753) for Chromium. This limit doesn't seem to be part of the OpenGL standard, so it's hard to pin down.
|
* **Shader variables.** Browsers seem to limit the number of variables that fragment shaders can store. For example, see this [vulnerability report](https://issues.chromium.org/issues/40067239) and [code review](https://chromium-review.googlesource.com/c/angle/angle/+/4503753) for Chromium. This limit doesn't seem to be part of the OpenGL standard, so it's hard to pin down.
|
||||||
|
|
||||||
|
## References
|
||||||
|
|
||||||
|
[This tutorial](https://jamie-wong.com/2016/07/06/metaballs-and-webgl) on metaballs describes various ways to pass object data into a fragment shader that draws many objects.
|
Loading…
Reference in New Issue
Block a user