Hi all,
I was wondering how modern GPUs combine vertex shaders and backface culling. Obviously it's very beneficial to perform backface culling as early as possible, but shaders can do much more than just one matrix transform to calculate camera space vertex positions. So is it even possible at all to do backface culling before the vertex shaders? Splitting the shader into a transform and a lighting+texturing part seems one way but involves extra overhead and could have bad worst-case performance. Or are they just using way more advanced tricks?
Just curious...
I was wondering how modern GPUs combine vertex shaders and backface culling. Obviously it's very beneficial to perform backface culling as early as possible, but shaders can do much more than just one matrix transform to calculate camera space vertex positions. So is it even possible at all to do backface culling before the vertex shaders? Splitting the shader into a transform and a lighting+texturing part seems one way but involves extra overhead and could have bad worst-case performance. Or are they just using way more advanced tricks?
Just curious...