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Hi unconed! these are very good points, with my attempt the only run-time polymorphism is a switch inside a shader. Maybe we can exploit the pipeline constants
by hugodan 24d ago
Hi unconed!
these are very good points, with my attempt the only run-time polymorphism is a switch inside a shader. Maybe we can exploit the pipeline constants and then branch on them, still feels like a hack, but could work for a poor man approach.
I have never done advanced/modern rendering things, just 2D/vector/sdfs and hacks, but your comment is food for thought, in that in this level of abstraction these are somewhat open problems.