Degerz
Degerz
@litherum I would argue otherwise since there is currently both a more performant and a higher quality method to do OIT on discrete GPUs rather than using interlocks. As @magcius...
I'm in favour of forgoing the traditional tessellation pipeline altogether for mesh shaders in the future. Mesh shaders have a more flexible programming model and they aren't compatible with the...
> However, I haven't seen indications that the industry as a whole is moving in the direction of mesh shaders. Let's wait until after the release of a MVP so...