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currently we do all particle updates on the CPU, which is costy for millions of particles. We could use transform-feedback instead.
This would also allow depth-buffer based collisions.
https://gpfault.net/posts/webgl2-particles.txt.html
The text was updated successfully, but these errors were encountered:
https://arm-software.github.io/opengl-es-sdk-for-android/compute_particles.html
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currently we do all particle updates on the CPU, which is costy for millions of particles.
We could use transform-feedback instead.
This would also allow depth-buffer based collisions.
https://gpfault.net/posts/webgl2-particles.txt.html
The text was updated successfully, but these errors were encountered: