believe it or not, this time I’m not facing a problem, I’m just wondering about your opinion to my approach.
When meshing my chunks (blocky voxel stuff) I create 2 triangles per face, thats 6 indices and 4 vertices (since 2 of the vertices are shared).
Since quite some information I send to the GPU is redundant (in that I have to send the colored light and sunlight strength as well as blockID and direction the triangle is facing per vertex although they are the same for all vertices per face)
Now I’m thinking instead of doing that, I could also just send a single point per face to the GPU, get rid of all the redundant information and replace it with small information about width and height of the face (because of greedy meshing) and then span this face in the geometry shader.
Is it obviously a bad idea because geometry shaders are ‘heavyweight’?
considering chunksize of 32x16x32 and viewdistance of up to 1024 blocks
I just mention these values because I’m afraid the further the viewdistance, the more performance would be influenced by the geometry shader if geometry shaders are that bad
Looking forward to your opinions and greetings from the shire,