Infinisearch
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Scali said:Since you can process the mesh hierarchically for collision, you still don't need to skin the entire mesh.
Thank you for reiterating my point.
Besides, why would you only skin on the GPU when no triangle collision is needed?
I stated this in the context of only taking into account collision, if you only care about collision. The only time you'd want the cpu to perform the skinning is if you are going to do triangle level collision on the mesh if one was only to take into account collision.
You can do the collision on the CPU and still do the complete skinning on the GPU.
True enough but you will still end up doing some skinning on the CPU. Again this holds true only if you are only taking into collision and rendering without considering lighting/shading.
Yes, but why would you want to do this in the first place?
You can simply do bruteforce extrusion like Battle Of Proxycon, which works on vs1.1, and is very fast anyway.
As I said before, if the naive way is faster, do the naive way.
Why would you indeed? But again you talk about extrusion, what of sillouette generation? or by "bruteforce" do you mean a method that bypasses the need for sillouette generation, could you please explain?