binkle on Nostr: I decided to start with the vertex specification of the billboarded instanced ...
I decided to start with the vertex specification of the billboarded instanced objects: crabs, clouds, leaves, and stars.
It would appear that, after compacting everything together, I can make it work with
- vec2 aVertPos;
- mat4 aModel;
- vec4 aInfo;
where aInfo is either a color, or a small bundle of crab info, or a set of random offsets in the case of stars
currently my cylindrical billboarding method for crabs is on the CPU, thus the mat4 model instead of a simple vec4 worldPos. I might take a stab at doing it GPU side depending on what I find in terms of performance. I'm not sure whether it's preferable doing billboard calculations on every vertex or passing in 3 more vec4s than I actually need
It would appear that, after compacting everything together, I can make it work with
- vec2 aVertPos;
- mat4 aModel;
- vec4 aInfo;
where aInfo is either a color, or a small bundle of crab info, or a set of random offsets in the case of stars
currently my cylindrical billboarding method for crabs is on the CPU, thus the mat4 model instead of a simple vec4 worldPos. I might take a stab at doing it GPU side depending on what I find in terms of performance. I'm not sure whether it's preferable doing billboard calculations on every vertex or passing in 3 more vec4s than I actually need