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.