Pryme8 Posted July 11, 2017 Share Posted July 11, 2017 I know that you can manipulate vertices that exists with a shader and make their visual position different then their physical location. Is there a way to deform the spaces between vertices, I doubt it but I figured it was worth asking. Im trying to figure out how to blend terrain without t-junctions and possibly have the GPU handle the whole load. Quote Link to comment Share on other sites More sharing options...
Wingnut Posted July 13, 2017 Share Posted July 13, 2017 Hi P. Slow replies, huh? I think you are talking about geometry shaders (G), tessellation shaders (T), and compute shaders (C). https://www.google.com/search?num=100&q=webGL+tessellation+geometry+compute+shader&oq=webGL+tessellation+geometry+compute+shader Take a little tour of some links, there. Let's make sure we are all talking about the same thing. And we MUST ask @NasimiAsl to join us, too. His GeometryBuilder system MIGHT be closest-to G-T-C shaders... as we can currently get with webGL 2. A few interesting quotes: 28.04.2016 14:46, Kenneth Russell: "Incorporating compute shaders into WebGL is the working group's top priority after shipping WebGL 2.0." uegwqhugehoq asks: Does WebGL 2 have geometry shaders ? jsheard replies: Nope, and it doesn't have compute or tessellation shaders either. Web 3D has a way to go before it catches up with native APIs. *shrug* Pryme8 1 Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted July 13, 2017 Author Share Posted July 13, 2017 Thanks @Wingnut this is the information I needed to read. Wingnut 1 Quote Link to comment Share on other sites More sharing options...
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