Timeline for Easing curves on the GPU?
Current License: CC BY-SA 3.0
7 events
when toggle format | what | by | license | comment | |
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Apr 4, 2017 at 23:15 | comment | added | trusktr | @joojaa Suppose we're animating 100000 vertices to randomly-chosen end points. | |
Mar 29, 2017 at 22:07 | answer | added | joojaa | timeline score: 2 | |
Mar 28, 2017 at 18:33 | comment | added | joojaa | Im fine with the other parts except is it a good idea. Since good is not well defined. This is not a convention thing as its merely a optimization problem, neither is clearly better in a context free situation. But we can not optimize in all possible contexts. | |
Mar 28, 2017 at 17:56 | history | edited | trusktr | CC BY-SA 3.0 |
added 288 characters in body
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Mar 28, 2017 at 17:55 | comment | added | trusktr | @joojaa Some answers can be based on widely-held community opinions called "conventions", which I may not know of, which is why I'm asking. After thinking about it, it doesn't seem like I want every shader instance to run a tween that I may only want for a handful of vertices. | |
Mar 28, 2017 at 5:05 | comment | added | joojaa | Please dont ask for oppinions. They dont give out clear answers. Yes, it works. | |
Mar 28, 2017 at 3:42 | history | asked | trusktr | CC BY-SA 3.0 |