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Hello,With metal 2 is it possible to implement frustum/occlusion culling on geometries. From the talks in WWDC2019 https://developer.apple.com/videos/play/wwdc2019/601/ I noticed that the ModernMetal rendering pipelines support occlusion culling on geometry chunks. More specifically, in my case, I have a custom vertex and fragment shader like so,vertex VertexOut textureSamplerVertex(VertexInput in [[ stage_in ]], constant NodeBuffer& scn_node [[buffer(0)]], constant SCNSceneBuffer& scn_frame [[buffer(1)]], texture2d<float, access::sample=""> customTexture [[texture(2)]], constant float4x4& displayTransform [[buffer(3)]], constant float4x4& viewTransform [[buffer(4)]], unsigned int v_id [[ vertex_id ]] ) { ... }fragmentfloat4 textureSamplerFragment(VertexOut out [[ stage_in ]], texture2d<float, access::sample=""> customTexture [[texture(0)]]) { ... }How can I modify/cull the faces inside the shader? Is this possible using metal shaders?
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