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  Re: Bricksmith 2.4: Faster. Much Faster.
 
(...) Actually, it's even simpler! This is the code for the geometry-shader: #version 120 #extension GL_NV_geometry_shader4 : enable varying out vec4 gl_TexCoord[]; float determinant(mat2 m) { return m[0][0] * m[1][1] - m[0][1] * m[1][0]; } void (...) (14 years ago, 16-Jun-10, to lugnet.cad.dev)  
 
  Re: Bricksmith 2.4: Faster. Much Faster.
 
(...) Ah ha! Yet another reason to read that vertex-shader book. So, are you suggesting running this algorithm on the graphics card (with counters for the vertices instead counting pixels in the stencil buffer) or perhaps some other algorithm? (...) (14 years ago, 16-Jun-10, to lugnet.cad.dev, FTX)
 
  Re: Bricksmith 2.4: Faster. Much Faster.
 
(...) One drawback with VBOs is that - unlike displaylists - you can't stick arbitrary GL calls in them. I'm using lists because I need to be able to put matrix operations in them as well as geometry. (...) Change the cull-face orientation ;-) (...) (...) (14 years ago, 16-Jun-10, to lugnet.cad.dev.mac, FTX)
 
  Re: Bricksmith 2.4: Faster. Much Faster.
 
(...) Interesting, but complicated IMO :-) Shaders offer a much easier implementation, and (I suspect) a faster one. Geometry-shaders for preference, but the algorithm can be implemented using vertex-shaders or even ARB vertex-programs to support (...) (14 years ago, 16-Jun-10, to lugnet.cad.dev, FTX)
 
  Re: Bricksmith 2.4: Faster. Much Faster.
 
(...) So finally this brings us to a technique that combines the predictive abilities of the conditional lines with the runtime advantages of the stencil and BFC algorithms. Think of the conditional line as a pair of triangles with a shared edge (...) (14 years ago, 16-Jun-10, to lugnet.cad.dev, FTX)


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