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The current vertex shader computes the radius = max(gaussian_sigma_x, gaussian_sigma_y) and then draws square quads of size (radius, radius). It is up to the fragment shader to actually draw them as thin/wide, depending on the vertex data. Drawing the quads in shape (sigma_x, sigma_y) would be significantly more efficient for non-square splats (saves a lot of fragment shader invocations) but requires readjusting some vertex shader code as well.
The text was updated successfully, but these errors were encountered:
The current vertex shader computes the
radius = max(gaussian_sigma_x, gaussian_sigma_y)
and then draws square quads of size(radius, radius)
. It is up to the fragment shader to actually draw them as thin/wide, depending on the vertex data. Drawing the quads in shape(sigma_x, sigma_y)
would be significantly more efficient for non-square splats (saves a lot of fragment shader invocations) but requires readjusting some vertex shader code as well.The text was updated successfully, but these errors were encountered: