If is funny, because all modern 3d characters a made from quads, if use triangles we get artifacts on deformed skin, triangulated surface cant bend smoothly. But anyway gpu converts those quads into triangles
Quads can't bend smoothly either, you're probably thinking of various curved surfaces which can be defined by a quad and the normal and/or tangent at various points, akin to splines
Ultimately the surface has to be triangulated, or the rendering engine needs to support those curved surfaces more directly
Modern GPUs only have rasterization hardware for triangles
I mean - when we model face in Blender or Maya, we never use triangles, beacase when face animated there will be visible “issues”. In old games with low poly character triangles were often used to reduce poligon count.
Dont know how it works on low level, maybe related to vertex transform calculations when game engine plays animations.
Hello, I am working on a research project which is based on C#. We have to make some calculations with the use of Vulkan or OpenGL on compute shaders and we have nothing to render. Before digging into the source code of Silk I'd like to know the following things...
a. is it possible to be integrated only for the use of compute shaders? b. is it possible to load shaders that have already been compiled by the Vulkan CLI compiler?
Thank you for bringing such a cool lib to the opensource world.
Silk doesn't have these things. I know, i was also looking for it. But basically you can just use any vulkan methods from C#, the only thing you'll need is for windowing and stuffs. Yesterday i made a tutorial on YT but it's for windowing and input. probably not what you need
implemented directly in silk if it helps at all. Personally, if you just need to draw some stuff without a window, just use a hidden window with opengl.
OpenGL is a lot better to use for a hobby project, but it's also slowly withering away and there is no FOSS standard to replace it with equivalent ease-of-use yet
i've been waiting for something like a high-level wrapper that is more akin to OpenGL (but Vulkan-style rather than with this horrible state machine bind crap) to come out for Vulkan