Questions at the end: (sorry for not repeating them) 41:56 Are all your shaders using raymarching? How hard will be to interface with something that's using vertex arrays or the depth buffer? 42:45 If you look at the generated assembly code, I wonder how much the compiler takes the generated stuff and optimizes it? [...] The question is more for the complicated changes - would you get much more efficient performance with a good arch optimizer or you haven't looked into that? 44:04 How about running those unions for swizzling - would it cause any problems for debugging? [...] NOTE: the person talks about issues he has with GLM that's why I joke to use my library 45:38 What if you wanted to do texture sampling? 46:15 What's the performance on a GPU? 47:46 I might be getting myself mixed up with the more complicated shader behavior from GLSL 1 - Was it tricky at any points to make sure that you match the math functions from the shader really closely?
@krytharn6 жыл бұрын
There's pros and cons to running GLSL on the CPU, but it sure has its uses and I am excited to see your approach to teaching C++ about shaders. I have been using GLM for quite some time and think it's great, but I can see how your code would clearly outperform it. Cool stuff.
@afigegoznaet6 жыл бұрын
Amazing!
@Max-wk7cg6 жыл бұрын
Great talk but we can't hear the questions from the audience at the end unfortunately.
@TheLavaBlock6 жыл бұрын
Interesting talk. Thanks - here is Valentin's library: github.com/valentingalea/vml