valoh
02-26-2004, 01:54 AM
How do you handle collision/physics with a shader driven architecture?
Wouldn't be some kind of software processing extension be usefull for non-trivial shader vertex transformations?
So that you can use your vertex shader (with some preprocessor directives to leave out non-geometricly calculations) for rendering with CPU to main memory.
Is something like this possible or planed as ARB extension? Or how I'm supposed to handle the feedback of shader transformations? I think for low poly collision geometry and bounding volumes it doesn't make sense to use the GPU and read the result back from graphic card.
Wouldn't be some kind of software processing extension be usefull for non-trivial shader vertex transformations?
So that you can use your vertex shader (with some preprocessor directives to leave out non-geometricly calculations) for rendering with CPU to main memory.
Is something like this possible or planed as ARB extension? Or how I'm supposed to handle the feedback of shader transformations? I think for low poly collision geometry and bounding volumes it doesn't make sense to use the GPU and read the result back from graphic card.